New DnD Psion Class Updated in Latest Unearthed Arcana
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Psionic powers have long been a part of Dungeons & Dragons, although they’ve been somewhat overlooked in the fifth edition of the game. That changed in May 2025, when Wizards of the Coast unveiled a new DnD Psion Class as an Unearthed Arcana playtest. Those UA materials included rules for the base Psion class, as well as four new psychic subclasses: the Metamorph, Psi Warper, Psykinetic and Telepath.
More recently in October 2025, WotC released an updated Psion playtest based on player feedback that introduced a number of changes to the previous UA. Surprisingly, this marks the first time Wizards of the Coast has released a new class since the Artificer, which appeared back in 2019 in Eberron: Rising from the Last War.
It also marks the first time in decades that psionics have appeared in official DnD rules. Notably, these powers are most heavily associated with the D&D setting of Athas, leading many to speculate that a new Dark Sun book was in the works (a theory that was later reinforced when WotC released their Apocalyptic Subclasses playest).
So will the new DnD Psion class blow your mind? Below, we focus all our mental energy on finding out.

What is a Psion in the DnD 2024 rules?
Psions are spellcasters who channel innate mental powers to perform incredible feats and wield the magic of the mind (referred to as psionics). In the new DnD 2024 rules, the Psion is a full spellcasting class that interacts with magic using Psionic Energy Dice and the new Psionic Spellcasting feature. These mechanics are designed to give the class a distinct identity and playstyle, setting it apart from other spellcasters.
Below is the Psion class table as per the October 2025 Unearthed Arcana Playtest (which is an update to the original May 2025 Unearthed Arcana playtest).
| Level | Proficiency Bonus | Features | Energy Die | Number of Dice | Cantrips | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Psionic Power, Spellcasting, Subtle Telekinesis | d6 | 4 | 2 | 4 | 2 | — | — | — | — | — | — | — | — |
| 2 | +2 | Psionic Discipline | d6 | 4 | 2 | 5 | 3 | — | — | — | — | — | — | — | — |
| 3 | +2 | Psion Subclass | d6 | 4 | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | +2 | Ability Score Improvement | d6 | 4 | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | +3 | Psionic Discipline, Psionic Restoration | d8 | 6 | 3 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | +3 | Subclass Feature | d8 | 6 | 3 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | +3 | Psionic Surge | d8 | 6 | 3 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | +3 | Ability Score Improvement | d8 | 6 | 3 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | +4 | — | d8 | 8 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | +4 | Psionic Discipline, Subclass Feature | d8 | 8 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | +4 | — | d10 | 8 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | +4 | Ability Score Improvement | d10 | 8 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | +5 | Psionic Discipline | d10 | 10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | +5 | Subclass Feature | d10 | 10 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | +5 | — | d10 | 10 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | +5 | Ability Score Improvement | d10 | 10 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | +6 | Psionic Discipline | d12 | 12 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Psionic Reserves | d12 | 12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | d12 | 12 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Enkindled Life Force | d12 | 12 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |

What is a Psion’s Primary Ability Score?
Intelligence is a Psion’s primary ability score. This represents the fact that they use the power of the minds to conjure unique magical effects.
Notably, Psions also gain a saving throw proficiency in Wisdom, which again reflects the more cerebral nature of the class in terms of tapping into the power of the mind.
What is a Psion’s Hit Die and Hit Points?
Psions have 1D6 hit dice per level. This mean at 1st Level your Psion’s hit points will be 6+ your Constitution modifier. Each level you advance from Level 2 onwards, you gain an additional 1D6 (or an average of 4) Hit Points, plus your Constitution modifier.
This Hit Dice score essentially puts Psions on the same footing as Wizards and Sorcerers, meaning they’re not likely to function well as frontline combatants.

What are Psion’s Proficient In?
Psions have a unique set of skills that reflect their use of mental magic.
- Armor: None
- Weapons: Simple weapons
- Saving Throws: Intelligence and Wisdom
- Skills: Choose two skills from Arcana, Insight, Intimidation, Investigation, Medicine, Perception or Persuasion
What Equipment Do Psions Start With?
As a Level 1 Psion, you can choose between the following two options for your equipment (in addition to any other equipment provided by your Background):
- Option A: Spear, Daggers (2), Light Crossbow, Crossbow Bolts (20), Case, Dungeoneer’s Pack, and 6 GP
- Option B: 50 GP (with the ability to purchase equipment as you see fit)

What are the features of the new DnD Psion?
Below are all the key features that the new Psion class has access to.
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 Dice column of the Psion Features table (see above)
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 one expended Psionic Energy Die 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. As a Bonus Action, choose one Large or smaller creature other than you that you can see within 30 feet of yourself. The target must succeed on a Strength saving throw or be moved 5 feet straight toward you or straight away from you. Alternatively, you can roll one Psionic Energy Die when you take this Bonus Action, and the distance moved is equal to 5 × the number rolled. The die is expended only if the target fails the saving throw.
- Telepathic Connection. You have telepathy with a range of 30 feet. As a Bonus Action, you can roll one Psionic Energy Die. For the next hour, the range of your telepathy increases by a number of feet equal to 10 × the number rolled. The first time you use this Bonus Action after each Long Rest, you don’t expend the Psionic Energy Die. All other times you use this feature, you expend the die.

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.
- 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. At Psion levels 4 and 10, you learn an additional Psion cantrip of your choice.
- 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 of Psion spells that are available for you to cast. To start, choose four level 1 Psion spells (Charm Person, Command, Dissonant Whispers, and Mage Armor are recommended). The number of prepared spells increases as you gain Psion levels. The chosen spells must be of levels for which you have spell slots.
- 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. Intelligence is your spellcasting ability for 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 for Material components that are consumed or have a cost.

Level 1: Subtle Telekinesis
You learn the Mage Hand cantrip. You can cast it without somatic components and with the spectral hand being invisible
Level 2: Psionic Discipline
You gain two Psionic Disciplines, which use your Psionic Energy Dice. You can use only one Discipline per turn unless otherwise noted. When you level up, you can swap a known Discipline for another. The available disciplines you can choose from are as follows:
- Biofeedback: When you cast a Psion spell from the Necromancy or Transmutation school, you can expend a number of Psionic Energy Dice up to your Intelligence modifier, roll them, and gain a number of Temporary Hit Points equal to the total number rolled plus your Intelligence modifier (minimum of one).
- Bolstering Precognition: When you cast a Psion spell from the Abjuration or Divination school, you can expend one Psionic Energy Die. Roll the die and choose a creature you can see within 60 feet (which can be yourself). Until the end of your next turn, the creature gains a bonus to the next d20 Test it makes equal to the number rolled.
- Destructive Thoughts: When you cast a Psion spell from the Conjuration or Evocation school that forces a creature you can see to make a saving throw against the spell, you can expend a number of Psionic Energy Dice up to your Intelligence modifier, and roll them. The creature takes Psychic damage equal to the total number rolled plus your Intelligence modifier (minimum of one), regardless of the result of the saving throw.
- Devilish Tongue: When you take the Influence action, you can roll one Psionic Energy Die and add the number rolled to the ability check. If this causes you to succeed on the ability check, the die is expended.
- Expanded Awareness: When you take the Search action, you can roll one Psionic Energy Die and add the number rolled to the ability check. If this causes you to succeed on the ability check, the die is expended.
- Id Insinuation: When you cast a Psion spell from the Enchantment or Illusion school that forces a creature to make a saving throw, you can expend one Psionic Energy Die and roll it. One target of the spell you can see subtracts half the number rolled (round up) from its saving throw against the spell.
- Inerrant Aim: When you make an attack roll against a creature and miss, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.
- Observant Mind: When you take the Study action, you can roll one Psionic Energy Die and add the number rolled to the ability check. If this causes you to succeed on the ability check, the die is expended.
- Psionic Backlash: Immediately after a creature you can see hits you with an attack roll, you can take a Reaction to expend one Psionic Energy Die, roll it, and reduce the damage you take from the attack equal to two times the number rolled plus your Intelligence modifier (minimum of two). In addition, you can force the attacker to make a Wisdom saving throw. On a failed save, the target takes Psychic damage equal to the amount of damage you reduced.
- Psionic Guards: At the start of your turn, you can expend one Psionic Energy Die. Until the start of your next turn, you have Immunity to the Charmed and Frightened conditions and Advantage on Intelligence saving throws. If you are Charmed or Frightened when you use this discipline, the condition ends on you. When you use Psionic Guards, you can also use a different Psionic Discipline this turn.
- Sharpened Mind: At the start of your turn, you can expend one Psionic Energy Die to hone your destructive psionics. Roll the die and record the number rolled. You gain the following benefits for 1 minute or until you have the Incapacitated condition (when you use Sharpened Mind, you can also use a different Psionic Discipline this turn):
- Bypassing Psionics: Damage from your weapon attacks, Psion spells, and Psion features ignores Resistance to Psychic damage.
- Attack Mode: Once per turn, when you deal Psychic damage to one or more creatures, you can replace the number rolled on one of the damage dice with the number recorded when you activated this Psionic Discipline.

Level 5: Psionic Restoration
You can perform a meditation that focuses the mind for 1 minute. At the end of it, you regain expended Psionic Energy Dice. Once you use this feature, you can’t do so again until you finish a Long Rest.
Level 7: Psionic Surge
You can push your psionic powers using your life force. 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 18: Psionic Reserves
When you roll Initiative, you regain expended Psionic Energy Dice until you have four, if you have fewer than that.
Level 19: Epic Boon
Gain an Epic Boon feat or another feat for which you qualify. Boon of Energy Resistance is recommended.

Level 20: Enkindled Lifeforce
You burn your life force to achieve greater psionics. Once per turn, when you roll one or more Psionic Energy Dice for a Psion feature or Psionic Discipline, you can expend one or two of your Hit Point Dice. For each Hit Point Die expended, roll an additional Psionic Energy Die and add the numbers rolled to the total. This roll does not expend the Psionic Energy Die.

What are the Psion subclasses?
There are four new subclasses for the Psion, all of which are selected at Level 3.
- Metamorph: Masters of turning psionic powers inward, Metamorphs can manipulate their flesh like clay, molding and shaping it into a variety of forms for use in combat and defense. They can also manipulate the life force of friends and foes alike
- Psi Warper: Psi Warpers use their psionic powers to manipulate the space between objects. This allows them to teleport across the battlefield, create vacuums in space and appear where they’re least expected.
- Psykinetic: These Psions can create powerful telekeneitc energy. This can manifest as sturdy invisible barriers to shield themselves and allies or they can strike with the force of a battering ram to smash down doors or hurl enemies across the battlefield.
- Telepath: Telepaths are masters of mind magic. They can use their powers to bolster the mental defenses of allies or probe and manipulate the thoughts of others.

Is the new DnD Psion class worth playing?
While the Psion is a new class in the DnD 2024 rules, psionics themselves go back to the earliest edition of the game, having first appeared to the appendix of the first edition Player’s Handbook in 1978 and being showcased in The Complete Psionics Handbook in 1991. Psionics also do technically appear in the 2024 Player’s Handbook in the form of the Soul Knife, Psi Warrior and Aberrant Sorcerer subclasses and have also appeared in MCDM’s third-party DnD 5e sourcebook The Talent.
That being said, it’s not clear what upcoming DnD sourcebook Psions will appear in or, for that matter, if they’ll even survive the playtest. Still, the introduction of a new class is a surprising move from Wizards of the Coast and one we’ll be keeping our third-eye on in the days ahead. In the meantime, you can download the rules for new Psion via the October 2025 Unearthed Arcana playtest.
Below is also a video from the official Dungeons & Dragons YouTube channel, with more detail on what to expect from these masters of the mental arts.
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