While I don’t feel like the Psion is truly adding something new to the game, it is at least more focused on its abilities that make it different from other full casters. It doesn’t feel like just a worse wizard anymore. It is still definitely just an another full caster, but it is better imo. Getting rid of Modes cleaned up the class a lot.
While I agree, I think we should get the Psi-Warper subclass back. That was exactly what spoke to me and I'm so sad they got rid of it in the new update. It gave the perfect amount of Area control that the Psion seemed to be themed around and flavored some cool Science stuff I love into it too.
They didn’t get rid of it. They said it was done. If the Psion makes a book the Psi Warper will be in the book and be very close to what was in the the first UA.
I do like how the basic Telekinetic Propel and Telepathic Connection are now free to use or further range, respectively. Bonus Action bully-shove things into the arms of your Fighter friend is amusing.
BUT! There are so many features of the Psion Update which still is a hot mess. The Psionic Disciplines are WILDLY unbalanced in usefulness with each other. Some are always useful (Hello Inerrant Aim and Psionic Backlash), some are situational, but nice, like Devilish Tongue and Psionic Guards. But then we have the "school-keyed" ones, and they just... don't work with the spell list. Some doesn't have more than one or two spells supporting them until 6th-level spells comes along, and that just feels like trap options. You want those sweet temp HP? Better start casting Message! You want to blast someone with Destructive Thoughts? Oh, you're not high-level yet? Hope you like Shatter. These should REALLY be school agnostic. It's all just focusing the psionic energies towards an effect - schools need not apply. It was a fun idea, but it forces the player into VERY specific spell selections.
The new spells are a bit hit and miss. Some are so funny (Oh the misery, everybody wants to be my enemy~!), some are... interesting ("So, okay, hear me out. What if we took Moonbeam and Hunger of Hadar, and made them kiss?"), and some are just so, SO awful (Whoever made Ego Whip needs to sit in the corner).
*looks sadly over at the UA Mystic* Oh, what could have been...
I do like how the basic Telekinetic Propel and Telepathic Connection are now free to use or further range, respectively. Bonus Action bully-shove things into the arms of your Fighter friend is amusing.
BUT! There are so many features of the Psion Update which still is a hot mess. The Psionic Disciplines are WILDLY unbalanced in usefulness with each other. Some are always useful (Hello Inerrant Aim and Psionic Backlash), some are situational, but nice, like Devilish Tongue and Psionic Guards. But then we have the "school-keyed" ones, and they just... don't work with the spell list. Some doesn't have more than one or two spells supporting them until 6th-level spells comes along, and that just feels like trap options. You want those sweet temp HP? Better start casting Message! You want to blast someone with Destructive Thoughts? Oh, you're not high-level yet? Hope you like Shatter. These should REALLY be school agnostic. It's all just focusing the psionic energies towards an effect - schools need not apply. It was a fun idea, but it forces the player into VERY specific spell selections.
The new spells are a bit hit and miss. Some are so funny (Oh the misery, everybody wants to be my enemy~!), some are... interesting ("So, okay, hear me out. What if we took Moonbeam and Hunger of Hadar, and made them kiss?"), and some are just so, SO awful (Whoever made Ego Whip needs to sit in the corner).
*looks sadly over at the UA Mystic* Oh, what could have been...
lol, yeah. I didn't look into all the 'school-keyed' Disciplines. But I did look at Destructive Thoughts and counted the spells it actually applied to. I think there was Shatter (as you said) and there may have been a cantrip? But nothing else until around 5th level spells! There are only a few evocation/conjuration spells and the ones that do exist don't force a saving throw (which is a requirement for the Discipline).
I mean, I like the basic idea of these, but unless they come up with at least one spell, preferably two, at every spell level that these Disciplines can apply to, then they simply aren't worth bothering with.
While I don’t feel like the Psion is truly adding something new to the game, it is at least more focused on its abilities that make it different from other full casters. It doesn’t feel like just a worse wizard anymore. It is still definitely just an another full caster, but it is better imo. Getting rid of Modes cleaned up the class a lot.
What is it about it that made a bug difference to you?
modes was a unique featire of psion, so Im not sure why its removal would make it feel less like a wizard?
Its still fairly similar in design and feel to before, minus swift precognition, and it feels more dependent on casting spell slots than before.
I think they tweaked some features that needed tweaking, like TKs throw baseline, but im surprised it feels more distinct to you.
What is it about it that made a bug difference to you?
modes was a unique featire of psion, so Im not sure why its removal would make it feel less like a wizard?
Its still fairly similar in design and feel to before, minus swift precognition, and it feels more dependent on casting spell slots than before.
I think they tweaked some features that needed tweaking, like TKs throw baseline, but im surprised it feels more distinct to you.
Don’t get it wrong. It’s far from what I really want. I don’t think it should be a full caster. It’s still better than it was and doesn’t feel like a worse Wizards that is overly complicated to hide the fact that it is a worse Wizard.
Telekinetic Propel is usable without expending a resource for all Psions, and is improved for Psykinetic. Meaning it’s something a Psion can do every turn that wizard couldn’t without taking the telekinetic feat. Telepathic Connection is improved and useable in its base.
Modes weren’t really good and required additional resource tracking. Also they took action economy to activate. If you remember I attempted to add more modes and actually make it something unique and worth while. The version given in the UA should have just been a Discipline. Which they more or less did with the attack mode.
Psionic Restoration being 1 minute meditation and not needing a short rest vastly improves your ability to use ED.
Psionic Reserves gives you another way to get/have more ED.
Getting rid of Modes vastly improved the Psykenetic. They rewrote its feature to not use modes which made it usable more times and without an additional resource to track.
I’m not sure why you liked swift precognition, it was just a worse quickened spell.
While I personally would want some new mechanics, I can accept that is not what we are getting and moving towards spending ED or using unique psionic abilities more often is better. Like I said it’s still just another full caster, but has moved away from being just a worse wizard. Someone suggested removing the school restrictions on the disciplines and I agree with that. Also I think the telepath should be grant allies within it telepathic range when Bulwark Mind is active 1d4 on the mental saves.
LEVEL 1: MENTAL POWER Your mental power comes from the best qualities of your mind. You gain a Mental Power (MP) modifier equal to the highest stat between your Int, Wis, or Cha modifier. Additionally you learn Mage Hand: You can make the spectral hand Invisible when you cast it.
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 of expended Psionic Energy Dice equal to half your Proficiency Bonus rounded up 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 Spellcasting feature.
Telekinetic Propel. Same as updated UA
Telepathic Connection. Same as updated UA
LEVEL 1: SPELLCASTING You have learned how to channel magical energy using the power of your mind. See the Player’s Handbook for the rules on spellcasting. 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. 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. Spell Slots. The Psion Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list with this feature. To start, choose two level 1 Psion spells. 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 for which you have spell slots. For example, if you’re a level 3 Psion, your list of prepared spells can include four Psion spells of level 1. 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. Mental Power is your spellcasting ability for your Psion spells.
Psionic Spellcasting. When you cast a Psion spell, that spell doesn’t require a Verbal or Material component, even if the spell includes “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 2: MENTAL MAGIC 1 You gain a Special level 1 spell slot. Any spell cast from this slot uses your MP as its spellcasting ability and uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. Additionally as Magic Action you can expend a spellslot to do a Mental Assault. You choose a target within your telepathy range and force them to make an Int saving throw. They take 1d8+1d8 per spell slot level psychic damage on a failure.
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: MENTAL MAGIC 2 You gain a Special level 2 spell slot. Any spell cast from this slot uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 2nd level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class. Additionally you can expend a number of Psionic Energy Dice instead of a spell slot to use Mental Assault. You must expend a number of Energy Dice equal to the spell slot level. You may only expend a maximum number of Energy Dice equal to your highest Mental Magic number.
LEVEL 5: MENTAL MAGIC 3 You gain a Special level 3 spell slot. Any spell cast from this slot uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 3rd level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class. Additionally when you perform a Mental Assault you add your MP modifier to one damage roll.
LEVEL 5: PSIONIC RESTORATION
Same as update UA
LEVEL 7: MENTAL MAGIC 4 You gain a Special level 4 spell slot. Any spell cast from this slot uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 4th level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class. Additionally 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: MENTAL MAGIC 5 You gain a Special level 5 spell slot. Any spell cast from this slot uses your MP as its spellcasting ability and uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 5th level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class.
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 MAGIC 6 You gain a Special level 6 spell slot. Any spell cast from this slot uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 6th level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class. Additionally when a target succeeds on a saving throw when you perform Mental Assault they take half damage.
LEVEL 13: MENTAL MAGIC 7 You gain a Special level 7 spell slot. Any spell cast from this slot uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 7th level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class.
LEVEL 15: MENTAL MAGIC 8 You gain a Special level 8 spell slot. Any spell cast from this slot uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 8th level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class.
LEVEL 17: MENTAL MAGIC 9 You gain a Special level 9 spell slot. Any spell cast from this slot uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 9th level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class.
LEVEL 18: PSIONIC RESERVES Same as updated UA
LEVEL 20: ENKINDLED LIFEFORCE Same as updated UA
Additional Psionic Disciplines
Note that any UA Discipline that states Intelligence modifier should state MP modifier instead.
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.
Mental Focus When you cast a Spell you can expend one Energy Die and roll it. You use your MP spellcasting ability for this casting of the spell if you normally wouldn't and add 5 times the number rolled to your telepathy range until the end of your next turn.
Psionic Refresh Immediately after you cast a spell using your Special spell slot provided by Mental Magic, you may expend an Energy Die and roll it. You gain temporary hit points equal to the roll and may choose an expended Special spell slot and expend a number of Energy Die equal to twice its level to regain that Special spell slot.
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, 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 weapon 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.
Subclass changes
Note the additional spells offered by subclasses still come online at the normal full caster levels. You can cast one spell from that list once without expending a spell slot and regain the ability to do this when you complete a long rest. Any feature that says use Intelligence Modifier instead would read use Mental Power modifier.
Psykenetic
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 one ally at any time each turn before they roll their saving throw.
Psion
Spell Slots per Spell Level
Level
Class Features
Energy Die
Number of Dice
Cantrips
Spells Prepared
1st
2nd
3rd
4th
5th
1st
Mental Power, Psionic Power, Spellcasting
D6
4
2
2
2
-
-
-
-
2nd
Mental Magic 1, Psionic Discipline
D6
4
2
3
2
-
-
-
-
3rd
Mental Magic 2, Psion Subclass
D6
4
2
4
3
-
-
-
-
4th
ASI
D6
4
3
5
3
-
-
-
-
5th
Mental Magic 3, Psionic Restoration
D8
6
3
6
4
2
-
-
-
6th
Subclass Feature
D8
6
3
7
4
2
-
-
-
7th
Mental Magic 4
D8
6
3
8
4
3
-
-
-
8th
ASI
D8
6
3
9
4
3
-
-
-
9th
Mental Magic 5, Wild Talent Feat
D8
8
3
10
4
3
2
-
-
10th
Subclass Feature
D8
8
4
10
4
3
2
-
-
11th
Mental Magic 6
D10
8
4
11
4
3
3
-
-
12th
ASI
D10
8
4
11
4
3
3
-
-
13th
Mental Magic 7
D10
10
4
12
4
3
3
1
-
14th
Subclass Feature
D10
10
4
12
4
3
3
1
-
15th
Mental Magic 8
D10
10
4
13
4
3
3
2
-
16th
ASI
D10
10
4
13
4
3
3
2
-
17th
Mental Magic 9
D12
12
4
14
4
3
3
3
1
18th
Psionic Reserves
D12
12
4
14
4
3
3
3
1
19th
Epic Boon
D12
12
4
15
4
3
3
3
2
20th
Enkindled Lifeforce
D12
12
4
15
4
3
3
3
2
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While I don’t feel like the Psion is truly adding something new to the game, it is at least more focused on its abilities that make it different from other full casters. It doesn’t feel like just a worse wizard anymore. It is still definitely just an another full caster, but it is better imo. Getting rid of Modes cleaned up the class a lot.
While I agree, I think we should get the Psi-Warper subclass back. That was exactly what spoke to me and I'm so sad they got rid of it in the new update. It gave the perfect amount of Area control that the Psion seemed to be themed around and flavored some cool Science stuff I love into it too.
They didn’t get rid of it. They said it was done. If the Psion makes a book the Psi Warper will be in the book and be very close to what was in the the first UA.
I do like how the basic Telekinetic Propel and Telepathic Connection are now free to use or further range, respectively. Bonus Action bully-shove things into the arms of your Fighter friend is amusing.
BUT! There are so many features of the Psion Update which still is a hot mess.
The Psionic Disciplines are WILDLY unbalanced in usefulness with each other. Some are always useful (Hello Inerrant Aim and Psionic Backlash), some are situational, but nice, like Devilish Tongue and Psionic Guards. But then we have the "school-keyed" ones, and they just... don't work with the spell list. Some doesn't have more than one or two spells supporting them until 6th-level spells comes along, and that just feels like trap options. You want those sweet temp HP? Better start casting Message! You want to blast someone with Destructive Thoughts? Oh, you're not high-level yet? Hope you like Shatter. These should REALLY be school agnostic. It's all just focusing the psionic energies towards an effect - schools need not apply. It was a fun idea, but it forces the player into VERY specific spell selections.
The new spells are a bit hit and miss. Some are so funny (Oh the misery, everybody wants to be my enemy~!), some are... interesting ("So, okay, hear me out. What if we took Moonbeam and Hunger of Hadar, and made them kiss?"), and some are just so, SO awful (Whoever made Ego Whip needs to sit in the corner).
*looks sadly over at the UA Mystic* Oh, what could have been...
lol, yeah. I didn't look into all the 'school-keyed' Disciplines. But I did look at Destructive Thoughts and counted the spells it actually applied to. I think there was Shatter (as you said) and there may have been a cantrip? But nothing else until around 5th level spells! There are only a few evocation/conjuration spells and the ones that do exist don't force a saving throw (which is a requirement for the Discipline).
I mean, I like the basic idea of these, but unless they come up with at least one spell, preferably two, at every spell level that these Disciplines can apply to, then they simply aren't worth bothering with.
What is it about it that made a bug difference to you?
modes was a unique featire of psion, so Im not sure why its removal would make it feel less like a wizard?
Its still fairly similar in design and feel to before, minus swift precognition, and it feels more dependent on casting spell slots than before.
I think they tweaked some features that needed tweaking, like TKs throw baseline, but im surprised it feels more distinct to you.
Don’t get it wrong. It’s far from what I really want. I don’t think it should be a full caster. It’s still better than it was and doesn’t feel like a worse Wizards that is overly complicated to hide the fact that it is a worse Wizard.
Telekinetic Propel is usable without expending a resource for all Psions, and is improved for Psykinetic. Meaning it’s something a Psion can do every turn that wizard couldn’t without taking the telekinetic feat.
Telepathic Connection is improved and useable in its base.
Modes weren’t really good and required additional resource tracking. Also they took action economy to activate. If you remember I attempted to add more modes and actually make it something unique and worth while. The version given in the UA should have just been a Discipline. Which they more or less did with the attack mode.
Psionic Restoration being 1 minute meditation and not needing a short rest vastly improves your ability to use ED.
Psionic Reserves gives you another way to get/have more ED.
Getting rid of Modes vastly improved the Psykenetic. They rewrote its feature to not use modes which made it usable more times and without an additional resource to track.
I’m not sure why you liked swift precognition, it was just a worse quickened spell.
While I personally would want some new mechanics, I can accept that is not what we are getting and moving towards spending ED or using unique psionic abilities more often is better. Like I said it’s still just another full caster, but has moved away from being just a worse wizard. Someone suggested removing the school restrictions on the disciplines and I agree with that. Also I think the telepath should be grant allies within it telepathic range when Bulwark Mind is active 1d4 on the mental saves.
Closer to what I would actually prefer.
Psion
Primary Intelligence, Wisdom, or Charisma
Hit Die D6
Saving Throws Int and Wis
Skills choose 2 Deception, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion
Weapons Simple
Armor Light
LEVEL 1: MENTAL POWER Your mental power comes from the best qualities of your mind. You gain a Mental Power (MP) modifier equal to the highest stat between your Int, Wis, or Cha modifier. Additionally you learn Mage Hand: You can make the spectral hand Invisible when you cast it.
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 of expended Psionic Energy Dice equal to half your Proficiency Bonus rounded up 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 Spellcasting feature.
Telekinetic Propel. Same as updated UA
Telepathic Connection. Same as updated UA
LEVEL 1: SPELLCASTING You have learned how to channel magical energy using the power of your mind. See the Player’s Handbook for the rules on spellcasting. 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. 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. Spell Slots. The Psion Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list with this feature. To start, choose two level 1 Psion spells. 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 for which you have spell slots. For example, if you’re a level 3 Psion, your list of prepared spells can include four Psion spells of level 1. 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. Mental Power is your spellcasting ability for your Psion spells.
Psionic Spellcasting. When you cast a Psion spell, that spell doesn’t require a Verbal or Material component, even if the spell includes “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 2: MENTAL MAGIC 1 You gain a Special level 1 spell slot. Any spell cast from this slot uses your MP as its spellcasting ability and uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. Additionally as Magic Action you can expend a spellslot to do a Mental Assault. You choose a target within your telepathy range and force them to make an Int saving throw. They take 1d8+1d8 per spell slot level psychic damage on a failure.
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: MENTAL MAGIC 2 You gain a Special level 2 spell slot. Any spell cast from this slot uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 2nd level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class. Additionally you can expend a number of Psionic Energy Dice instead of a spell slot to use Mental Assault. You must expend a number of Energy Dice equal to the spell slot level. You may only expend a maximum number of Energy Dice equal to your highest Mental Magic number.
LEVEL 5: MENTAL MAGIC 3 You gain a Special level 3 spell slot. Any spell cast from this slot uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 3rd level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class. Additionally when you perform a Mental Assault you add your MP modifier to one damage roll.
LEVEL 5: PSIONIC RESTORATION
Same as update UA
LEVEL 7: MENTAL MAGIC 4 You gain a Special level 4 spell slot. Any spell cast from this slot uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 4th level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class. Additionally 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: MENTAL MAGIC 5 You gain a Special level 5 spell slot. Any spell cast from this slot uses your MP as its spellcasting ability and uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 5th level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class.
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 MAGIC 6 You gain a Special level 6 spell slot. Any spell cast from this slot uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 6th level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class. Additionally when a target succeeds on a saving throw when you perform Mental Assault they take half damage.
LEVEL 13: MENTAL MAGIC 7 You gain a Special level 7 spell slot. Any spell cast from this slot uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 7th level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class.
LEVEL 15: MENTAL MAGIC 8 You gain a Special level 8 spell slot. Any spell cast from this slot uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 8th level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class.
LEVEL 17: MENTAL MAGIC 9 You gain a Special level 9 spell slot. Any spell cast from this slot uses no components, except Material components that are consumed by the spell or have a cost specified in the spell. You also prepare one 9th level Psion spell of your choice. It is always prepared for you. You can change this spell when you gain a level in this class.
LEVEL 18: PSIONIC RESERVES Same as updated UA
LEVEL 20: ENKINDLED LIFEFORCE Same as updated UA
Additional Psionic Disciplines
Note that any UA Discipline that states Intelligence modifier should state MP modifier instead.
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.
Mental Focus When you cast a Spell you can expend one Energy Die and roll it. You use your MP spellcasting ability for this casting of the spell if you normally wouldn't and add 5 times the number rolled to your telepathy range until the end of your next turn.
Psionic Refresh Immediately after you cast a spell using your Special spell slot provided by Mental Magic, you may expend an Energy Die and roll it. You gain temporary hit points equal to the roll and may choose an expended Special spell slot and expend a number of Energy Die equal to twice its level to regain that Special spell slot.
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, 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 weapon 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.
Subclass changes
Note the additional spells offered by subclasses still come online at the normal full caster levels. You can cast one spell from that list once without expending a spell slot and regain the ability to do this when you complete a long rest. Any feature that says use Intelligence Modifier instead would read use Mental Power modifier.
Psykenetic
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 one ally at any time each turn before they roll their saving throw.