Well, holy crap. For the first time since the Artificer, it looks like WotC is going to be coming out with a new full class (assuming this eventually sees publication). For all my complaints about so many revamps of existing subclasses, this is a true original.
Now, this is not the first time they've tried to make a pure psionics-based class, with the Mystic coming out as UA several years ago, but never seeing print. The Mystic tried to build an entire separate system for using Psionic Talents. It was, frankly, insanely complicated, which is probably why it didn't see print.
Also, notably, MCDM created their Psionic class, the Talent, which worked a bit more like a spellcaster but still used a system very different from spellcasting, and its psionic powers were a separate list from normal spells, despite working somewhat similarly.
With the Psion, the Gordian Knot is cut, and instead, this is being presented simply as a full spellcaster.
This is a full class, so there's a lot to unpack here. I'm going to go through the base class in this post, and do potentially other posts for each of the four subclasses presented.
This being a full spellcaster, the spell list is a really important part of how powerful the class is. Broadly speaking, the focus is largely on "Arcane" spells typically available to Wizards and Sorcerers, though skewing a little away from the big elemental damage spells (sadly no Fireball or Lightning Bolt).
So, we're going to go feature-by-feature, and then I'll put the spell list at the end.
Level 1:
Spellcasting is, of course, your primary class feature. Psions are Intelligence-based spellcasters, and you'll be getting what used to be called "spells known," only able to swap them out when you level up (or when your DM allows you). You have standard full-spellcasters spell progression, getting up to 9th level spells at level 17, and a new level of spells every odd level prior to that. You start knowing 4 spells and will get up to 22 (which I think is the same as Sorcerers), but you'll also get extra spells from your subclass.
The biggest distinction for Psions is that you can ignore any verbal components, as well as any material components that don't have a gold cost or are consumed. Interestingly, this means you'll still have to perform somatic components if a spell has them, so while you will do quite well in an area of silence, you aren't necessarily going to be "subtle spell" casting with everything, meaning you're vulnerable to counterspell (though I'll be making note of how many spells on the list lack somatic components).
Psionic Power actually works a lot like the features for Soulknife Rogues and Psi Warrior Fighters, giving you a reserve of Psionic Energy dice that can be used to fuel various abilities. These begin as d6s, and you get more of them as you level up, and they become higher-sized dice, eventually capping out at 12 d12s at level 17. (The size of the dice goes up by tier of play, similar to a Monk's martial arts dice.)
You get one of these dice back on a short rest, and all of them back on a long rest.
Your default uses for PEDs (should I include an S for plurals when the plural word of die doesn't use an s?) are Telekinetic Propel and Telepathic Connection.
Telekinetic Propel lets you, as a bonus action, move a Large or smaller creature other than you within 30 feet of yourself by a number of feet equal to 5 times your roll on the PED you expend to use the feature, straight away from you. An unwilling creature can make a Strength save (versus your spell save DC) to resist this, and the die is only expended if they fail the save. (Technically a willing creature is voluntarily failing the save, so it'll also be expended).
Telepathic Connection gives you telepathy at a range of just 5 feet. As a bonus action, though, you can expend a PED to extend the reach of that telepathy by a number of feet equal to 10 times the number rolled for a number of minutes equal to your Psion level.
I'm honestly a little surprised we don't just get the telepathic communication feature that we see with Great Old One Warlocks and Aberrant Sorcerers, but at least the default 5 foot reach could be helpful in social situations if you don't want to spend resources. I think Telekinetic Propel will see plenty of use in combat, and can help not only to get hostile creatures off of your squishy Psion, but can also potentially boost an ally into position (like sending a melee friend further toward distant enemies).
Subtle Telekinesis is your last 1st level feature, and automatically gives you the Mage Hand cantrip, and you can make the hand invisible when you cast it - so sorry if you want to play a Githzerai or Githyanki Psion, but this will be a bit redundant! Still, very flavorful and actually pretty useful.
Level 2:
Psionic Discipline is something akin to Metamagic or Eldrtich Invocations - a short list of special features that can affect some of your spellcasting and other abilities. You get two such disciplines at level 2, and will get an additional two at level 10, and two more at level 17. YOu can also swap one out when you level up. Generally, only one of these can be used per turn unless otherwise stated.
The Disciplines, I'd say, probably bear the strongest similarity to Warlock invocations, with some affecting your spells and others being just kind of bonus abilities and passives. There are 11 of these, so by level 17 you'll have over half of them. It's certainly the kind of thing that could be expanded on in the future. Each gives you new ways to expend PEDs.
(Looking back, I think we need to list the disciplines to get a sense of the power of this feature.)
Disciplines:
-Biofeedback lets you expend a PED when you cast a Necromancy or Transmutation Psion spell, and gain a number of Temp HP equal to the roll plus your Intelligence modifier (minimum 1).
Seems ok, but only if you are getting hit a lot.
-Destructive Thoughts lets you, when you cast a Conjuration or Evocation Psion spell, and the target succeeds on their saving throw against it, to expend a PED and deal Psychic damage equal to the roll plus your Intelligence modifier (minimum 1).
This is weird: it's basically a punishment for when a target succeeds against your spell. Feels odd.
-Devilish Tongue lets you expend a PED and add it to an Influence check (in other words, Charisma skills, as well as I think Animal Handling - remains to be seen how much players embrace these "Influence," "Study," and "Search" terms).
-Ego Whip lets you, in place of an Opportunity Attack, expend a PED and force the creature to make an Intelligence save, On a failure, they are allowed by 10 feet and subtract the PED roll from the next damage roll they make before the end of their next turn.
This could combo well with Dissonant Whispers, but I think it's likely rare that creatures will provoke Opp Attacks from a spellcaster.
-Expanded Awareness lets you expend a PED and add its roll to a Search check (aka most Wisdom checks, such as Perception or Insight).
-Id Insinuation allows you, when you cast an Enchantment or Illusion spell that forces a saving throw, to expend two PEDs and roll 1, subtracting the result from the save.
So, this is more expensive than the others, but also pretty powerful (especially when you get the level 20 capstone). I think there are a lot of Enchantment and Illusion spells for Psions, so you'll probably get a lot of options for this.
-Inerrant Aim lets you add a PED roll to a missed attack roll, potentially making it a hit. The die is only expended if your attack hits.
This one I like a lot, especially given that it only costs anything when it works. I'll need to look at how many attack roll spells you're likely to cast, but certainly for the Metamorph or using a cantrip like True Strike, this would be good.
-Psionic Backlash lets you use a reaction to expend a PED and then roll two of them (at this point it might be easier to just call them "Psi Points" and then roll two of them, subtracting this value from damage when you are hit with an attack. In addition, you can make the attacker make a Wisdom save, and deal the amount you rolled in psychic damage to them on a failure.
Obviously this is a decent defensive option, with a nice punishment effect (albeit one that won't always work).
-Tactical Mind lets you expend a PED and add it to a Study action roll (aka, most Intelligence checks).
Once again, like the similar ones for Influence and Search, this can be useful, but isn't mind-blowing.
-Psionic Guards lets you, at the start of your turn, expend a PED and gain immunity to being Charmed or Frightened, as well as giving you advantage on Intelligence saving throws. If you're charmed or frightened when you activate this, the conditions end. You can also use this Discipline along with another on the same turn.
Situational, for sure, but fully canceling out of a charm or fear effect is not bad.
Psionic Modes is your other 2nd level feature. Twice per long rest, you can use a bonus action to enter either Attack Mode or Defense Mode for 1 minute or until you use the feature again.
Attack Mode allows your damage from weapons and Psion spells to ignore resistance to psychic damage, and you can expend a PED to reroll a number of damage dice for a spell equal to your Intelligence modifier.
So, I don't think there are many monsters with Psychic resistance rather than full immunity. While you might wonder how many weapons do Psychic damage (if you multiclass with a Soulknife Rogue, your Psychic Blades count) but the Metamorph subclass has a few. This will give you effectively the Empower Spell metamagic on every spell you cast for a minute, which could be decent.
Defense Mode gives you resistance to Psychic damage, and you can add a PED to a failed Intelligence, Wisdom, or Charisma saving throw to try to turn it into a success (this doesn't have bad luck protection, but in a fight where these are a common danger, that could be quite useful).
I'll have to check in again if there's another feature that allows it, but this does seem like something that you should be able to expend resources to get uses back - otherwise it's strictly twice per day. (Yes, there is, at level 7).
Level 3:
Here, you pick your subclass, the options being the Metamorph (which is kind of the Akira subclass, where you warp your body to create natural weapons and are generally more of a martial/physical combatant,) the Psi Warper (which is all about teleportation and moving things around,) the Psykinetic (which is about creating magical barriers and, you know, telekinesis) and the Telepath (which is of course the most mental, mind-manipulation subclass).
Level 4:
ASI/Feat as usual. With normal feat progression at 8, 12, 16, and an Epic Boon at 19.
Level 5:
Psionic Restoration lets you, once per long rest, restore up to half of your max PEDs (rounded down) on a short rest (I assume you also get the regular one you'd normally get). Not sure why they bother with rounding down, as you always have an even number of PEDs.
But basically, it stretches out your supply a little more, which is good given that it's a major class resource.
Level 7:
Psionic Surge lets you, when you roll Initiative, expend a Hit Point Die (still throwing me that they aren't just Hit Dice, though this name is arguably more descriptive) to regain a use of Psionic Mode (there we go, that's the way to recover uses).
Additionally, you can spend a Hit Point Die when you roll a PED to treat a roll of 1, 2, or 3 as a 4.
Real quick, let's calculate how much this increases the average roll for each die. By this level, our PED is a d8. So, the average result of 4.5 becomes 5.25. At level 11, this turns a d10 from 5.5 to 6.1. At level 17, a d12 goes from 6.5 to 7. So, at best, this is spending a hit point die to raise our result by an average of .75. Which, you know, if we aren't worried about needing to heal on a short rest, sure, ok, fine. But this bonus is kind of trash.
Level 20:
Yes, that's it for base class features (other than epic boons) until our capstone. Remember, though, it is a pure spellcaster, so we have to consider all those spells as class features.
Enkindled Lifeforce allows us, once per turn, when we expend a PED on a Psion feature or Psionic Discipline, to roll two Hit Point Dice and roll (but not expend) two additional PEDs and add them to the total rolled.
This is, actually, pretty cool. At 20, we've got a pretty hefty number of Hit Dice (20, to be precise) and might be able to spare a couple for a big move. Because this is adding 2d12 to whatever roll we're making, that's an average of 13. Now, as damage that's not terribly impressive at 20th level (though not negligible). However, if we're using a Discipline like Id Insinuation (maybe I should go back and list all the Disciplines?) which allows you to subtract your roll from a target's saving throw result against one of your Enchantment or Illusion spells (such as, for example, Psionic Scream, which is Enchantment) that's a massive blow to their saving throw. Lowering a result by 6.5 (as with the base use of this feature) is good, but might still not do it if they have a hefty saving throw bonus. But even a creature with a +19 to a save is going to wind up seeing that bonus vanish under an assault of 3d12. If you need freaking Vecna to fail that Wisdom save, this can actually do it for you.
Spells:
Obviously, given that this is a pure spellcaster, the real power of the class is going to be in its spells.
The spell list doesn't list all the components, but obviously somatic-free spells are going to be useful. Let's see what they get:
Cantrips:
Blade Ward, Dancing Lights, Friends, Light, Mage Hand (which we get automatically,) Mending, Message, Mind Sliver, Minor Illusion, Prestidigitation, Telekinetic Fling (a new spell, detailed below) and True Strike.
A lot of the classic "Arcane" options for utility cantrips. Damage-wise, you only have Telekinetic Fling and True Strike. The latter is pretty good, but you will be limited to Simple weapons.
Telekinetic Fling has a Material component with a cost - a piece of ammunition (arrow, bolt, bullet, or needle) worth 1 CP. You make a ranged spell attack and deal 1d10 Force damage, scaling up by a d10 per tier of play. The range is 60 feet.
This is decent damage, though you can only attack creatures with it, and you'll need to stock ammo like a ranged martial character. Scaling-wise, you're going to be in the same place where True Strike will keep pace with it for a while if you have a Light Crossbow or Quarterstaff/Spear/Greatclub. As a note, neither this nor True Strike will work, I think, with the natural weapons of the Metamorph subclass (to be detailed in a later post,) which is kind of frustrating.
1st level:
Animal Friendship, Charm Person, Command, Comprehend Languages, Detect Magic, Dissonant Whispers, Feather Fall, Identify, Jump, Longstrider, Mage Armor, Silent Image, Sleep, Speak with Animals, Tasha's Hideous Laughter, Tenser's Floating Disk
One thing I'm noticing is something of a dearth of damage options. Out of all of these, only Dissonant Whispers actually deals damage. Plenty of decent utility, though.
2nd level:
Animal Messenger, Blindness/Deafness, Calm Emotions, Crown of Madness, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Enthrall, Heat Metal, Hold Person, Invisibility, Knock, Locate Animals or Plants, Locate Object, Magic Mouth, Mind Spike, Mirror Image, Phantasmal Force, See Invisibility, Shatter, Silence, Suggestion, Tasha's Mind Whip (as seen in Tasha's Cauldron of Everything, updated in the UA), Zone of Truth
Ok, we're starting to see some more damage options, but still a lot of utility. Utility spells can be a little hard to take on a character who doesn't swap out spells every day, unless they're very broadly applicable. But we start to get some more cool psychic damage spells. I'd really recommend picking up Silence on a Psion, as they can still cast spells within Silence while others who need a verbal component cannot.
3rd level:
Animate Dead, Bestow Curse, Clairvoyance, Dispel Magic, Fear, Fly, Hypnotic Pattern, Intellect Fortress (as seen in Tasha's), Major Image, Nondetection, Sending, Summon Astral Entity (detailed blow), Telekinetic Crush (also detailed below) Tongues
So, of course, given how much we're drawing from the Wizard/Sorcerer spell list, it's bound to be disappointing to lack Fireball or Lightning Bolt, even if it makes sense on a thematic level. Animate Dead is somewhat surprising to find here. But what about these new spells?
Summon Astral Entity
This works similarly to the Tasha's era (and now PHB-era) "Summon Spells," having a stat block that scales with the spell level. Your Astral Entity is an Aberration, but seems to be themed more as "spatial anomaly" more than "Lovecraftian goo-monster," which, frankly, fits closer to how I imagined my GOO-lock would flavor his summoned aberrations.
The Psionic Spirit summoned with the spell has 40 HP at 3rd level, gaining 10 for each spell level higher (which is a little beefier than most) and comes in Ghostly, Ectoplasmic, and Crystal varieties (ok, actually, I take it back - this is all more kind of "vaguely paranormal" than spatial anomalies. Two of these feel more like Undead, though I guess there's also a kind of Lovecraftian vibe to all three).
Ghostly and Ectoplasmic varieties have Incorporeal Movement. Ghostly also has a fly speed (of 30) while the Crystal variety gets a +2 bonus to AC. The base AC is 11 + the spell's level, so at 3rd level, that's 14 for the incorporeal ones and 16 for our Crystal. If we upcast all the way to 8th level, we're looking at 90 HP and an AC of 19 or 21 in the case of the Crystal.
The Crystal version also has a reaction, allowing them to halve the damage they take when hit with a melee attack, and then teleport up to 30 feet, making this one of the more resilient summoned spirits.
Crystal's attack does 1d10+3+spell level Piercing damage.
Ectoplasmic's attack is ranged (30 feet) and does 1d6+3+spell level Psychic, and on a hit or a miss, slows the target and any others in a 5-foot emanation by 5 feet. for a turn.
Ghostly's attack is also ranged, with a 120-foot range, dealign 1d8+3+spell level psychic damage.
So, this is good, if a little less interesting than Summon Aberration. The Crystal spirit is going to certainly be the most resilient, but also has to get into melee. Thus, I think the Ghostly entity is probably going to be the default choice, capable of staying at safe range.
Telekinetic Crush
Fun fact, this is available to Psions, Sorcerers, and Warlocks but not Wizards.
With a range of 120 feet (and only a Verbal component) this forces creatures in a 30-foot cube to make a Strength saving throw, taking 5d6 Force damage on a failure or half on a success, and falling prone on a fail as well.
The damage goes up by 1d6 for each spell slot above 3rd.
While the damage is low compared to a Fireball (the area is comparable) the fact that this targets Strength could potentially make it quite good against a group of enemy spellcasters (who will have a hard time countering a Psion casting it). Lacking Fireball, this is probably going to be a go-to option for Psions, but I might be less inclined to pick it up on a Sorcerer. Warlocks might like it, though.
Back to the spell lists!
4th Level:
Arcane Eye, Banishment, Charm Monster, Compulsion, Confusion, Dimension Door, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Locate Creature, Phantasmal Killer, Polymorph, Raulothim's Psychic Lance (as seen in Fizban's), Summon Aberraton
This has my big 4th level spells, so I can't complain here. Probably redundant to pick up Summon Aberration and Summon Astral Entity. I'm inclined to think Aberration is more useful overall, to be frank, even if I like the vibes of Astral Entity (also, you can get it two levels earlier, though these spells scale much better at even spell levels).
5th level:
Animate Objects, Awaken, Contact Other Plane, Dominate Person, Dream, Geas, Hold Monster, Legend Lore, Mislead, Modify Memory, Rary's Telepathic Bond, Scrying, Seeming, Synaptic Static, Telekinesis, Teleportation Circle
Again, has the spells I'd expect it to. Synaptic Static can be a good replacement for Fireball in a pinch.
6th level:
Blade Barrier, Disintegrate, Eyebite, Find the Path, Mass Suggestion, Move Earth, Otto's Irresistable Dance, Programmed Illusion, True Seeing
Even if Disintegrate's not always reliable (sadly, one of my sorcerers always seems to see monsters succeed on their saves when she burns her highest-level spell slot on it) it's a fun spell to have, and one of those real "yes, we're into tier 3 now" spells. Some good options here. Nothing to complain about.
7th level:
Etherealness, Forcecage, Mirage Arcane, Plane Shift, Power Word Fortify, Project Image, Reverse Gravity, Teleport
Yeah, the big transportation utility spells are all here. No damage spells, though, unless you count Reverse Gravity.
8th level:
Antipathy/Sympathy, Befuddlement, Dominate Monster, Glibness, Maze, Mind Blank, Power Word Stun, Telepathy
Again, no actual damage options, though I love Maze.
9th level:
Astral Projection, Foresight, Power Word Heal, Power Word Kill, Psychic Scream (as seen in... Xanathar's, I think?) Shapechange, Time Stop, and Weird.
Notably no Wish here, which is a bummer but also makes thematic sense. Still, Shapechange is quite good.
Overall, I think the spell list feels very much like they went through the existing spells and picked out any that felt like they could be the product of psionic powers.
I really like that they're taking a crack at this, and I'll be curious to see how other people evaluate the class. I'm not always great at recognizing how powerful something can be. Prior to this, I'd have thought of an Aberrant Sorcerer as being more or less the Firestarter/Shining/Stranger Things subclass, and there's naturally a big overlap here thematically. But do the Psion's class features make up for the lack of the Aberrant Sorcerer's access to all the Sorcerer class features?
I don't see the Psion as being quite as capable a damage-dealer, but they'll have a lot of utility. But between the Sorcerer and the Wizard, can they find a way to stand out?
Well, in the next few posts, we'll look at the four subclasses, which might give us a better sense of the role that this class can play.
And then, probably, we'll speculate on what sourcebook this might portend. Dark Sun? A new setting with a late-20th-century vibe? (Aka, what I'd want?) Or perhaps just a setting-agnostic psionic sourcebook? But given that UAs in the past several years have tended to preview unannounced books (shed a tear for Modern Magic) I'm going to go ahead and assume that the Psion is coming, and will make a tag for this first post.