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.
This update is almost like if the designers implemented my exact feedback, so I'm happy!
I love it why havent yall released it yet 😩😭😪😫😔 its sooooooo good! This is what my aberrant mind sorcerer was meant to be!!!!!
Great update, but I think you need to create even more options to improve spellcasting. I recommend adding more spells, like a new feat that enhances wild talents, granting +1 stat and more prepared spells of higher levels for each respective element, would be a good improvement.
As long as the material component isn't consumed/cost specified, they can't be, as per Psionic Spellcasting in the Spellcasting feature
Love the state of Psykinetic and I think it’s good now, no notes.
I kinda miss the ability to change weapons with Metamorph on every attack, the idea of rapidly switching between attacks was cool.
did you read the article? They literally say it was good enough to where they didn't need to playtest it again
There are a lot of psionic creatures in D&D and they all use it like magic but without spell components. I think that's good enough to differentiate it.
Not when I made that post. Needless to say, I was quite chagrinned when I saw that on page 4. Honestly, they should have put that at the beginning to avoid confusion. I have since deleted my original post.
What about the Psi-Warper? Was it dropped completely? it is the best one!
feel like mental prison and thought form should have a scaling duration with upcasted spell slots
Can't delete this 🤦♂️
There's a note saying it did not require further play testing based on positive response.
We tried keeping Psionics separate from Magic in Second Edition and it was awful. If you want Psionics to be part of the game, then there must be interaction with the classes already in the game. Divine casters already have to follow rules that govern Magic regardless of how many religions have stories of divine miracles overcoming any and all magic used against them. If you can't compromise your attitude about Psionics enough to let it play as part of the game, then you won't find a table that will let you play it.
yay. im glad its a caster, and not that weird mystic stuff.
2nd Edition is so different from what the game is now. The designers have a decade of understanding to implement what they want in 5e. Could it be that they decided in their wisdom to make it a caster? Absolutely! But that doesn't mean people can't critizcize that.
It's not as if all fantastical abilities are tied to magic. Monk is a pretty perfect example of this. Same goes for the Psi Dice in the subclasses that use them.
They can make Psionics a part of the game without it being an already established subsystem. They just decided not to, and I think that's a bummer. I was really hoping for something entirely new.
The Spellcasting feature has an extra entry that makes it so that psions need not perform Verbal and Somatic Components of spells, making most of them completely undetectable, thus un-counterspell-able
I think there could use to be more psion spells, especially ones that focus on the subclasses, like big telekinetic effects or specific metamorphosis spells.