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.
It's for the sake of balance, and it not being an immediately overpowered class like the mesmer was. If they were going to go that route, then the same argument could be made for artificers, since they're not casting spells, but utilizing experimental, unstable inventions to replicate the same effects as magic.
Psionics are not magic. Ask Kimmuriel Oblodra.
I agree 100%. Unfortunately that runs counter to the entire ethos of 5e -- even more so with 2024 where everything is being homogenized. 5e satisfies its intent very well, but that intent is simplification and standardization. It's great for bringing new players into the game, but it's much less enticing to experienced gamers. Frankly, I would rather see them skip psionics altogether than jam it into the existing framework. And, if they're really thinking of bringing Dark Sun back, I foresee big problems with their current approach.
(Doesn't help that my 3e world of ~20 years used psionics and magic being almost non-interactive as the central pillar of its metaverse. I've long given up any hope of converting it to 5e.)
Thor: "Is it though?"
Let's hold hands in a circle; speak to the dead; do a palm reading; look into a crystal ball.
Anything supernatural feels pretty magical; whether its Cyclops firing optic blasts of force; D&D potions; robots or power armors; the ZPM from Stargate; Psions being magical Psionics that cast spells in psychicy kinda way feels on brand so long as the flavor of what they're doing hits the right notes.
But, I suppose the beauty of this is, you can continue playing the game ignoring this exists. It ain't like this is the core 2024 PHB/DMG class/subclasses you have to sweat over at a table/game, but a wholly optional class that's been MIA in 5e since its release. No much will change if you don't buy this book, lol.
But we already have alternate mechanics like the Monks Ki/Focus Points, Battle Masters maneuvers, Eldritch Invocations, etc. There's plenty of ways to make psionics unique without being a straight caster.
Exactly my thought! And hoenstly they already have Psi Dice as a mechanic. It's just about expanding upon it.
Those are merely superficial differences, they are not differences in the nature of world-building elements. That's like, if someone suggested photosynthesis and you said, "But we can already choose to eat with fork, spoon, or with our hands." They are not "orthogonal mechanics" as OP put it.
It wasn't. The Psi-warper was passed through. The subclass scored so high, it's an automatic if and when the Psion gets published.
Adding another magic system is not going to happen. They tried with the mystic, but it was a mess
You're missing the point. Simply not being magic puts them in a whole different realm. Like the way a monk can enhance their physical abilities and effect their attacks with Ki, or the way Maneuvers happen with the attack usually. Even Eldritch Invocations which can be spells, allow you to mix and match abilities to make unique characters.
A counterpoint: Imagine 5e only had pure martial characters and arcane casters. Then they release a playtest with beloved classes from previous editions, the Druid, Cleric, and Paladin. But, egad! “Faith and miracles aren’t magic! It doesn’t make any sense that a wizard should be able to counterspell the will of the gods! And the natural powers of the earth (or Oerth, Eberron, etc.) surely require their own orthogonal system, not just spel slots like a wizard!”
From a worldbuilding standpoint, it makes as much sense to have a separate system for the Cleric as it does the Psion, yet we all enjoy the mechanical similarities and cohesion of these different casters. (A wizard or artificer can make a fun multi class with a Psion; or the whole blend of SorBardLockadins.) If I’ve played a wizard before and used spells like Detect Thoughts, then I can roll up a Psion and actually play D&D with my friends with very little friction. And if I’m introducing the Psion to a DM, they’re likely a lot more comfortable creating encounters for a class that is distinct from others while using the same basic mechanics and underlying principles than they are a class that runs in a completely different design direction.
In short: Treating psionic as a branch of magic (like divine or arcane magic) makes enough sense to not break the world, and it makes Psions easier to learn and more likely to be played at the table.
We don’t need just another reflavored spellcaster. Give psions unique powers
Honestly, your hypothetical is right. I'm sure that there would be groups of players that take issue with Cleric or Druid if they were introduced beyond the PHB. Thing is, the Psion isn't currently showing that it deserves to be a caster. How many spells have they designed to only be used by this new class? Maybe half a dozen? I bring this up because there is at least a vast distinction in the spell lists between Arcane, Divine, and Primal. There really doesn't seem to be much in the case of Psionics. I think there is a reason so many feel this is just another Sorcerer. Comparisons between Energy Dice and Metamagic aside, the spell list is just not that different from Arcane casters. Thematics matter for a new class, and the design could do a lot better trying to introduce a unique system.
And to your point on ease of use, I get that, especially with the design philosophy of 5e. But let us not forgot we already have subclasses with the Energy Dice subsystem. The power system for the Psion could be that, just expanded into a full class.
I'm not sure whether I like it or don't like it, but it doesn't seem rational to me in terms of the unique flavor of this class. I've been playing D*D since the old AD*D/1st edition days, and what I remember of the original psionics rules as first introduced was that it was intended to be a completely different source of power from the arcane and divine streams which can be counterspelled. In fact in those days there was a lot less similarity to spells at all and more emphasis on unique mental attacks, defenses and powers. EDIT: that basically summarizes my first reaction to a lot of the other feedback I've read here regarding the psionicist's status as a full caster class -- not sure if I like or don't like their being at that POWER LEVEL, but I do think that if they are it ought to be in a way that's more unique to them instead of just giving them standard garden-variety full caster spells/slots/powers/etc.. And it doesn't have to be all or nothing, they could have a partial list of standard spells which are thematically related to the power of the mind, and then other spells and abilities that are unique.
Now IdoK that that was then and this is now, but I think it does at least offer some historical perspective on the side of those of us who intuitively feel that psionic powers ought to be differentiated in some way from other forms of magic; and one good way of doing that is to either maki=e it impossible to counterspell psionics or to introduce a unique "psionicounter" power that could be learned either by a psionicist or as a feat by characters whose backstory gives them some reason to have developed defenses against psionic powers. I'll definitely be suggesting that as part of my feedback to this UA round.