The Psion class has returned to Unearthed Arcana, reshaped by player feedback and ready for another playtest!
You can read the full playtest packet yourself or click below for highlights from the Psion and its subclasses, which include designer insights from Ben Petrisor.

The Updated Psion
Thanks to the massive amount of player response, we have been able to make substantial changes to the Psion. The majority of feedback on the class fell into three buckets: Psionic Energy Dice uses, Psionic Modes, and Spellcasting.
Following player feedback, we’ve made changes to the Psion to make their use of Psionic Energy Dice more flexible and easier to regain. Telepathic Propel and Telepathic Connection now allow you to use the feature, at least once, without expending Psionic Energy Dice; Psionic Restoration now restores all expended Psionic Energy Dice over a 1-minute meditation; Psionic Reserves is a new feature that allows you to regain uses of Psionic Energy Dice until you have four whenever you roll Initiative; finally, several Psionic Disciplines have been redesigned to allow you to either choose how many Psionic Energy Dice you expend or only expend the die on a success. These changes allow the Psion to have more uses of Psionic Energy Dice and be less reliant on resting.
Psionic Modes has been cut. The feedback showed that the feature added complexity to the class by being an additional limited-use feature to track and competing with other Bonus Action class and subclass features. Aspects of Psionic Modes that scored well, such as the modified options in the Psykinetic and the Telepath, have been adapted as new features.
Spellcasting now provides new cantrips at levels 4 and 10. In addition, the Psion’s spell list has gotten a huge update. The spell list now includes more spells, including updated versions of spells from previous books like Enemies Abound and Mental Prison. This UA also adds seven brand-new spells, adding to the Cleric, Psion, Sorcerer, Warlock, and Wizard spell lists.
Metamorph
Recurring player feedback was wanting expended uses of Psionic Energy Dice to include a roll of that dice. An example is in the Metamorph’s Mutable Form (formerly Extend Limbs), which now rolls the Psionic Energy Die to gain Temporary Hit Points. Life-Bending Weapons has been redesigned so that the extra damage your Organic Weapons deal does not expend a use of Psionic Energy Die, unless you use the feature to also restore Hit Points to yourself and your allies.
Organic Weapons can now be maintained longer, letting players walk around town with their limb transformed into a Viscera Launcher.
Feedback called out concern for the Organic Weapons competing with magic weapons. If the Metamorph appears in a book, magic items that provide benefits to Organic Weapons will appear alongside it.
Psykinetic
The Psykinetic gains a new level 3 feature, Stronger Telekinesis, that allows Mage Hand to have a longer range, and the hand can carry up to 20 pounds. Telekinetic Techniques is a core feature for the subclass, so we redesigned it to be able to be used every turn; Players can now use Telekinetic Propel without expending a Psionic Energy Die, but you use a d4 instead of the scaling die.
Destructive Trance (formerly Empowered Attack Mode) no longer uses Psionic Modes and instead can be activated at the start of your turn.
Now that the Psion has access to more Psionic Energy Dice, Heightened Telekinesis still expends four Psionic Energy Dice, but it doesn’t expend a spell slot.
Telepath
Telepathic Connection has been redesigned to grant a greater base range of telepathy. This lets us play with features that use that telepathy range.
Telepathic Distraction, a new feature, lets you interfere with another creature’s attack roll if it is within range of your telepathy. Bulwark Mind (formerly known as Empowered Defense Mode), like Destructive Trance, has been redesigned to not use Psionic Modes.
Potent Thoughts now also increases the base range of your telepathy out to 60 feet.
Player feedback showed that Scramble Minds added too many die rolls to rounds of combat, potentially slowing play down significantly. We redesigned the feature so that you choose the creature’s behavior, reducing die rolls, keeping allies safe, and getting the desired outcome for enemies.
Your Feedback Matters
Once you’ve read or played with these playtest materials, be sure to fill out the survey on D&D Beyond, coming on October 9, and let us know what you think.
I wish it wasn’t just spells! I was hoping for bigger change!
What about the Feats from the last UA?
I'm not sure I like Psionicist being able to be counterspelled.
Bolstering Precognition + Guidance is just strictly better than than Devilish Tongue/Expanded Awareness/Observant Mind out of combat. Seeing as the latter is basically useless in combat, is the only benefit of choosing these over BP is that you don't have to expend that die if you fail? I think with how easy it is to regain energy dice this seems pretty strong compared to the other options. Is it supposed to read as "when you cast a spell of 1st level or higher?" EDIT: I am mistaken, Guidance is not a Psion spell. Still seems strange to cast True Strike at a wall or something and give a bonus to D20 tests.
I think that they either scrapped the idea of the Wild Talent Feats or decided that they seemed balanced enough, so no need to playtest them again, similar to the Psi Warper.
I'm certain that I don't like it
Psionics is not magic. It is a separate supernatural phenomenon. It should have separate, orthogonal mechanics.
Guidance isn't on the spell list so it can't be used to trigger this feature. You'd have to cast Blade Ward or True Strike to active it with a cantrip. Out of combat, it's really only Blade Ward. You only start with two cantrips so that's a significant investment to be able to use this feature without expending a spell slot.
It’s good enough to go! Super happy about that
In the actual doc, they mention that the feedback for the psi-warped was overwhelmingly positive, so they’re not doing another round of revisions.
I'm liking what I am seeing so far. I've been wanting a class where I could playout my Green Lantern fantasy and this seems like it could be it.
I would say I would like to see options where we can change damage types even if we have to use a Energy Die or choose a Psionic Discipline. Similar how the Great Old One Patron of Warlock can change their damage types to Psychic, I think to better capture another class fantasy of the Psion is allowing options to play with like pyrokinesis. Or perhaps dedicate another subclass to allow exploring the fantasy of different damage types. To better play my Green Lantern fantasy for example allow access to Radiant Damage to simulate the Lanterns' hardlight constructs.
If you don't want to go the sub class route, maybe introduce a Psionic Discipline that can be taken multiple times but can give you access to different damage types like Cold (Cytokinesis), Fire (Pyrokinesis), Force (Etherkinesis), Radiant (Photokinesis), Lighting (Electrokinesis), Bludgeoning (Geokinesis), Necrotic (Umbrakinesis) and Slashing (Aerokinesis)
As the resident Pathfinder guy, Pathfinder 2e has the Kiniectist class that helps fullfil this type of class fantasy however it is currently focused on a primal theme. So if the Psionic class offers either a Psionic Discipline that can accomplish this or another sub class dedicated to exploring different damage types, that could help set this class a part from the competition.
I will say maybe focus on elemental damage types first as a base feature but explore other themes like the Radiant, Force, and Necrotic damage types mentioned above later or just roll them all into one sub class with different always prepared spells based on their damage type. Or just make a generic Psionic Discipline that can change damage types instead of focusing only on Psychic. Maybe when using a Psion Spell that you changed the damage type through this ability you can get a feature at higher levels that will opposed disadvantage on enemies' saves.
I like this interpretation so far of the Psion since it feels like you can accomplish many class fantasies within the established structure. If I recall, Psionics in older editions were a bit wonky to actually use since it was easy to be overpowered since they followed their own rules instead of the established structure. So although it may suck to many that it uses actual spells, I think it is a fair compromise to be able to stay within the box but allow for freedom to explore other class fantasies not covered by the other classes.
If my years of playing TTRPGs have taught me anything, never rely on one damage type. So I would encourage at least a Psionic Discipline to allow us to change damage types or another sub class dedicated to exploring other damage types besides just Psychic but give them a clear advantage over other casters for specializing in a different damage type. But allow them to be able to toggle between Psychic damage and their preferred damage type. In my case that would be Photokinesis with Radiant Damage so I can simulate hardlight constructs from the Green Lantern universe.
Dude, this is just a sorcerer. I'm fine with psions casting spells, but your REALLY going to give them the same exact spell progressions? This class is probably going to fail in the long run.
It's especially funny because 2024 actually put work in to try to differentiate between sorcerers and wizards mechanically.
If the direction of the class and Psionics is spells then this class is looking pretty damn good. Still wish Psionics were something different, but I understand that putting a whole new magic system in the game would cause a lot of problems. Can't wait to playtest this.
Again as the resident Pathfinder guy, I feel you are onto something with your criticism.
I know they are probably set on using spell progression but if so maybe a smaller spell progression but offer more versatility with their spells. The Psychic from Pathfinder 2e gets special versions of cantrips based on their sub class however if they're willing to burn a focus point from their limited pool of the standard 3, they can "amp" the spell for a stronger version that other spellcasters don't have access to unless they take the Psychic Multiclass Archetype.
So what I proposed if it works within the confines of 5e maybe do something like the 5e Sorcerer meta magic shenanigans but burn Energy Dice to cast more powerful unique spells that only Psions have access to. In order to use the heighten version of that unique stronger spell, the more energy dice you have to spend as a base feature.
So after some thought I figured I could make my suggestions easier to understand.
I think there should be a sub class that operates like a blaster caster but only get benefits with their specialized damage type. Their "kinesis" operates like a Wizard Spell School but it applies to different damage types: Cold (Cytokinesis), Fire (Pyrokinesis), Force (Etherkinesis), Radiant (Photokinesis), Lighting (Electrokinesis), Bludgeoning (Geokinesis), Necrotic (Umbrakinesis) and Slashing (Aerokinesis). They get a unique advantage with said damage type that no other spell caster has access to but can still switch between Psychic Damage and their preferred damage type.
Also I feel Psion spells need to stand out more but not too familiar with 5e class design philosophy so I'm digging into my understanding of my studies into TTRPGs.
I feel that at level 1 all Psions should get access to a universal cantrip that all sub classes can use. However that cantrip is a little stronger than what other spellcasters have access to. And when they get their sub class, they gain access to two more cantrips that have a slightly stronger effect when used by Psions. Like the Light cantrip for the Kinesis Subclass using Photokinesis could shed a brighter light that all creatures in the radius of the light can not benefit from the invisible condition.
However these cantrips don't heighten in the usual way. Instead at selected levels you gain the option to burn a number of energy dice for an "Unleashed" version of that cantrip but are not able to use another Unleashed feature until a long rest. So in old school terms, allowing players to go supernova. But each sub class will have their own penalty associated with going supernova that can only be recovered from having a long rest. So with my kinesis sub class example maybe the exertion from using an Unleashed cantrip ability will cause further spell damage to be halved until you are able to benefit from a long rest.
So an Unleashed Light Cantrip ability could function like a magical flash bang causing enemies in the already stronger version of the light spell to roll an Intelligence saving throw at disadvantage or gain the Blinded condition as well as not being able to benefit from the invisible condition as long as they are within the radius of the light spell. However until you reach higher levels, you can only use one Unleashed Cantrip Ability per Long Rest and you suffer a penalty from going Supernova.
I feel that Unleashed effects should only be limited to special Psion cantrips and not higher level spells. I feel it would allow people to look more at Cantrips in general and give the Psion a better class identity among the other spell casters and help with narrowing the focus on class design.
And yes I was inspired by the Pathfinder 2e Psychic for this however I think the 5e Psion could stand still a part from its counterpart with this direction by limiting these special unleashed abilities to one or two universal cantrips that all Psions gain at 1st level and the cantrips they gain from their sub classes later that have their own cantrips with unleashed abilities. But the trade off would be that you are not able to freely choose your cantrips like a normal spellcaster and after using an Unleashed Cantrip Ability, you can't use another until after a long rest and you suffer a penalty for going Supernova that can only be recovered from a long rest. And for a heighten version of this Supernova ability, you have to burn energy dice.
While there's some great ideas in these UAs, I'm just not in love with it being a spell caster. The design space already feels explored with other classes, and I fear this risks Psion not being able carve out it's own identity.
Totally understandable. Psionics has a long history of being the alternative to the traditional vanican spell casting. I am not too familiar with how experimental you can get with 5e's structure but I feel the best compromise would be having the Psion exists on its own without a spell caster progression but instead have a resource that the Psion could burn to "cast spells but they're not really spells".
I am not sure if it would be too difficult to advertise to a general audience but I think the Psion could instead burn points or Energy Dice to use abilities. But allow them to essentially create their own spells on the fly.
Something similar to how powers are created in Mutants and Masterminds 3rd edition but within the limits of the 5e structure. Each effect costs a certain amount of resources to burn but in order to pull off a supernova ability, you have to use energy dice.
Like for example to cast a Pyrokinesis spell like ability you first spend points on the amount of targets you wish to affect (up to your int mod), certain amount of points depending on if it is a save or attack roll effect, and then different amount of points based on the effect you want the ability to be. And spend energy dice to go supernova with the ability.
I know Pathfinder 2e is experimenting with this concept with one of their new classes coming out next year but since 5e's based philosophy was getting away from the crunchy experiences from prior editions to instead be more accessible to new players and old players alike, I doubt this approach would be considered.
It will be a bummer but I feel making the Psion a unique spellcaster identity would be best instead of trying to introduce a whole new spell system. Who knows how much longer we will have this version of 5e before they move onto 6e. In my honest opinion the updated rules seem more like a last hurrah and allowing the designers to explore different ideas in conservative capacity to study feedback for the next edition.
Or I can be blowing smoke and not knowing what I am talking about too. I just know the best approach with this system would be doing a spell caster approach. Maybe they can take inspiration from the Artificer to find ways to make the class stand apart and not feel like your average spell caster with a different coat of paint.
Yuck, I can't help but be disappointed with the whole concept... Maybe I'm wrong but this is just a sorcerer that uses Intelligence for casting and Psionic Dice and Disciplines instead of Sorcery Points and mental magic. I really like psionics, but I think it should to be more in line with the Monks Focus Points/Ki in its usage. When I think of psionics I think of the Force, or crazy Kung Fu abilities, not spellcasting. 😔
I am a big fan - they have obviously listened to the feedback and these are a serious improvement. I really think they give the feeling of using psionics for each of the classes. They are all viable to play, perhaps even a little over-powered. I have no issues with folding them into the magic system - it keeps it streamlined but made interesting enough with the addition of psi dice and using health dice.
I also don't think they really step on the sorcerer's toes too much at all. The spell mods are more restricted than meta-magic but, more importantly, really play into the theme of the class.
Overall, I'm really pleased. I hope they put these into a book (even a Dark Sun book, and I don't really care about that setting) so I can play these 'mind-magic' classes at my table.
I can't agree that the best approach is to shy away from new systems. As a 4e veteran, I think I'm especially wary of classes that mirror design space. I know the philosophy has been to keep things less crunchy, it's arguably why I love 5e, but TTRPGs lend themselves to being able design something bespoke. I just don't think they want to to commit to an unproven subsystem. The Mystic may have scared them in that endeavor.
Not in love with it being a caster, a full caster no less. I really think they have given them a LOT more psionic disciplines, and similar to what they did with psionic power, give each a "base version" (almost like their version of a cantrip) and allow them to use psi dice to empower it. For example, instead of making Psionic Blast a 6th level spell, the base version could be a single target int save that deals psychic damage, and empowering it makes it a cone. Maybe if you expend enough psi points you can allow Psionic Bast to stun creatures on a failed save.
If you don't want to add too many of these psionic disciplines, you can make them a half caster, or if you really want to make them different, a 2/3 caster that gets 6th and/or 7th level spells. Anything other than a full caster that gives me sorcerer deja vu, which used to give me wizard deja vu in 2014.