A brand new Unearthed Arcana, fresh off the press – with quite the surprise, a new class.
Psionics are making their way to the 2024 edition, with the Psion. It had a… turbulent time in 5e, with various versions of the Mystic appearing here and there in a couple of UAs, but it was never officially released in a supplement. They were using Psi Points (kinda like the Monk’s Ki Points) for their Disciplines, and each Discipline gave a bunch of actions, with some of them having varied psi point costs, and… in general, it was a bit too much, if not all over the place. The class itself was scrapped, and psionics found their way into other classes such as the Soul Knife Rogue, the Aberrant Sorcerer, and the Psi Warrior Fighter (who are also present in v2024, in the PHB). Now, however, it’s much tighter and a lot more focused, so let’s see what we’ve got – though considering just how different the class is, I’m not really going to talk much about comparisons with 5e. As usual, you can also watch the related YouTube video from the official Dungeons & Dragons account.
The Psion
Right out of the gate, forget about psi points. The Psion is a spellcaster, and a full one too, getting up to 9th level spell slots. The primary ability is, of course, Intelligence, with saving throw proficiencies being INT and WIS, 2 skill proficiencies, and a d6 HP Die. No armor training at all, and only simple weapons – similar to the Wizard, if you want your AC to be anything noteworthy, you either multiclass for your training or permanently dedicate a spell slot for Mage Armor.

Spellcasting (Level 1)
Mostly standard spellcasting – you learn your cantrips and prepare spells, you can replace one prepared spell when you level up, INT spellcaster etc. The noteworthy part here is that you also have “Psionic Spellcasting” – you can ignore verbal and material components entirely, except if the material component would be consumed by the spell or has a cost. Besides the applications for stealthy casting, this also means you can cast through Silence – so keep that in mind if you want to set up a nasty surprise for spellcaster duels.
As for the Psion spells, I’d say they lean more on the utility and control side – no Fireballs, for example, but there’s still enough damage for you to satisfy your bloodlust. In general, they have a lot of very good spells, but it feels like there’s some fundamental stuff missing – no Shield, no Counterspell – no Wall of Force, strangely, etc.
Psionic Power (Level 1)
You might not have Psi Points, but you do have Psionic Energy Dice. Don’t worry, they’re not that bad. You spend those dice to either use or enhance certain abilities, and you regain 1 dice per short rest and all of them on a long rest. As you can see on the table above, these start as a d6 and increase as you level up, reaching a d12, and you gain more dice in total as well – starting from 4 and getting to 12. You start with 2 abilities:
- Telekinetic Propel: As a bonus action, you choose a creature within 30 feet, and it makes an STR saving throw. On a fail, you roll a Psionic Energy Die and push or pull the creature a number of feet equal to up to 5 times the number rolled. I’m going to assume (although it’s not explicitly stated) that you can also do this to a willing creature without a saving throw. Use this to make some space for someone to disengage, pull a weak wizard close to your barbarian for a maiming, or even launch your barbarian instead – lots of utility here, though the randomness is certain to be frustrating at times.
- Telepathic Connection: You have telepathy with a range of 5 feet. As a bonus action, you roll a psionic energy die and extend that range for 10 times the number rolled. I guess it’s alright, but I’m sure most people are going to save their dice for Propel.
Subtle Telekinesis (Level 1)
You know Mage Hand, you can cast it without somatic components, and you can make the hand invisible when casting it. A relatively minor feature on its own, but Mage Hand has pretty much limitless utility, and I’ve seen what kinds of shenanigans players can get into with an invisible one.
Psionic Discipline (Level 2)
You learn 2 psionic disciplines. You can use one discipline per turn, and you can replace one of the disciplines you know when you level up. You also learn 2 more disciplines at levels 10 and 17.
There are 11 Disciplines available. 4 of them enhance your spellcasting depending on the school of the spell (THP for necromancy/transmutation, extra damage for evocation/conjuration, reduction to saving throws for illusion/enchantment, and turning action cost to bonus action for divination/abjuration), 3 of them give a bonus to Influence, Search, or Study actions, and the other 4 are more specific. You have a bonus to attack rolls when you miss, reducing the speed and damage of an enemy you hit with an Opportunity Attack, reducing an incoming attack roll and dealing damage to the attacker, and gaining immunity to charm and frighten and advantage on INT and WIS saving throws.
All of them use your Psionic Energy Dice, of course. In general, I think that some are much better than others. For example, I don’t think the bonuses to Influence, Search, or Study are worth it – other party members usually have those roles, especially for Charisma stuff, and even if not, the other options are just better. I think the best one is probably Id Insinuation – reducing the target’s saving throws for enchantment and illusion spells. There are a LOT of such spells for the Psion, and they are often very powerful control spells – Tasha’s Hideous Laughter, Crown of Madness, Hold Person, Hypnotic Pattern, it goes on and on… Synaptic Static, Befuddlement – alright, I’ll stop now, I think you get the point: a little under half of the Psion spells are either Enchantment or Illusion, so this is going to be your bread and butter.
As for the second Discipline – I’d probably go for Psionic Feedback, which reduces an incoming attack roll by 2 Psionic Dice (and you only expend 1), and can deal damage as well. In my opinion it’s a better defensive tool than Biofeedback, which gives you Temporary HP equal to your psionic dice+INT when you cast necromancy or transmutation spells. I mean, Psionic Feedback at level 2 is 2d6 reduction to a roll – that’s about as good as Shield, I’d say (even though it lasts only for 1 attack, instead of for the rest of the round) – It’s going to nullify most attacks. Psionic Guards is also a tempting choice depending on your enemies, as it gives immunity to charm and frighten.
Destructive Thoughts (extra damage on evocation and conjuration if an enemy succeeds their saving throw) is also pretty good – extra damage never hurts. Ego Whip is garbage though – you need an enemy to provoke an opportunity attack, and if you’re playing a full Psion, something has gone horribly wrong if there are enemies next to you. In general, I’d like to see more options here – I think there are lots of possibilities open.
Psionic Modes (Level 2)
You can use a bonus action to enter Attack Mode or Defense Mode for 1 minute. You can do this twice per long rest.
- Attack Mode: You ignore resistance to psychic damage, and when you roll damage for a spell, you can expend a Psionic Energy Die to reroll a number of damage dice up to your INT modifier. You’re probably using this most of the time to slightly improve your damage output with rerolls – but in the niche case that you face something with psychic resistance, it’s obviously quite powerful. However, I’m not sure I like that. Yet again, we get more features that ignore resistances – what’s the point of having them, if they don’t apply? As a GM, if I want to challenge my players with let’s say a boss tailored to them, resistances are a perfect way to do so without getting to the extreme of immunities. But if the resistance is completely ignored, what am I going to do? Double the HP to make up for it? Add an extra feature that does the same thing but is technically not resistance, and make the players feel bad for having a feature that should work but doesn’t? I’ve spoken about this in the previous UAs as well, and I’m going to keep complaining about it – I don’t think this sort of “arms race” of canceling/countering features is going to end well. Anyway, enough ranting.
- Defense Mode: You have resistance to psychic damage, and you can spend Psionic Energy Dice to add a bonus to failed INT, WIS or CHA saving throws to potentially make them succeed. A fantastic defense layer against other spellcasters, or certain creatures, but not as generally applicable as Attack Mode’s damage reroll.
Psion Subclass (Level 3)
You pick your subclass. There are 4 of them: Metamorph, Psi Warper, Psykinetic, and Telepath. We’ll take a closer look when we’re done with the main features.
Ability Score Improvement (Level 4)
The usual. ASI or Feat at levels 4, 8, 12, 16.
Psionic Restoration (Level 5)
Once per long rest, when you finish a short rest, you regain up to half your Psionic Energy Dice (rounded down) instead of just 1. At level 5, that’s a total of 3 dice – pretty good, as this lets you use your abilities much more freely. Just a solid feature overall.
Psionic Surge (Level 7)
When you roll initiative, you can expend a Hit Point Dice to regain a use of Psionic Modes. I don’t see you running out of modes – 2 combats a day sounds about right, but I guess that it’s good to have the options.
However, the second part is much more interesting – when you roll Psionic Energy Dice, you can expend a Hit Point Dice to treat any roll lower than 4 as a 4. If you have lots of healing, this can be very good in clutch situations, but Hit Point Dice are also pretty scarce and precious otherwise.
Epic Boon (Level 19)
Blah blah, Epic Boon, moving on.
Enkindled Lifeforce (Level 20)
Once per turn, when you roll a Psionic Energy Dice, you can spend 2 Hit Point Dice and roll an extra 2 Psionic Energy Dice and add them to the total. Is this a powerful effect? Yes, undoubtedly – rolling 3d12 for your Id Insinuation is pretty much a guarantee someone’s failing their saving throw, Defense Mode is also a guaranteed success, Psionic Feedback is 4d12 damage reduction, etc etc. However, again, Hit Point Dice are precious few – even at level 20. If you’re facing a boss though, this is a fantastic bonus to make sure you can land some crucial spells. Although it does feel a bit barren for a capstone feature – I think it could do with a secondary minor aspect as well.
Overall, the base class looks very nice – lots of options, which I like, decent potential for multiclassing (though I usually play “pure” classes), though as a caster I think a bit weaker than Wizards, and lacking some defensive options (as I mentioned, no armor, no Shield spell, no Counterspell).
Now let’s look at the subclasses.
Metamorph
Fleshsculpting, biomancy, call it whatever you want – you use psionics to change body and life. An intriguing concept, although this tries to be like a Bladesinger – a full caster with some martial stuff – and considering how bad the defenses are for Psion, this is going to be rough. (Sidenote on the Bladesinger – it was released in a UA for 2024 already, and the analysis for it is ready; in fact, it was going to be released today, but then the Psion came out and had priority).
Metamorph Spells (Level 3)
The usual subclass-specific spells. The important part here is that you get access to healing – Cure Wounds, Aura of Vitality, Lesser Restoration. Haste is also noteworthy.
Organic Weapons (Level 3)
Whenever you attack, you can shift your limb to an organic weapon. You can use INT for attack and damage rolls, and you can cause the weapon to deal psychic damage instead of its normal type. As for your options:
- Bone Blade: Simple melee weapon with Finesse, deals 1d8 piercing. You also have advantage on the attack roll if there’s an ally within 5 feet of your target. Probably the weakest one.
- Flesh Maul: Simple melee weapon, deals 1d10 bludgeoning. Also gives disadvantage on the next STR or CON saving throw. Pretty good, synergizes with Telekinetic Propel if nothing else – but still, it’s melee.
- Viscera Launcher: Simple ranged weapon, with a range of 30/90, deals 1d6 acid. If you hit a target, once per turn, you can deal an additional 1d6 acid. The ranged option – but perhaps a bit too short range. Mind Sliver (which is probably your offensive cantrip) also deals 1d6, with a range of 60, and debuffs the target’s next attack too.
Overall, nothing too great here… Let’s hope the rest of the subclass builds up something better (hint: not really).
Extend Limbs (Level 3)
You can expend a Psionic Energy Dice to gain one of: 5 feet of speed, 5 feet of reach, or spells with a range of Touch get a range of 10, for 1 minute. Nothing really worth talking about here – honestly, this could be completely free and it’d still be just… alright. In fact, it could also say that it happens whenever you spend a Psionic Energy Dice. Although… with Spell Sniper, you can now extend the range of Touch spells to 60 feet… There’s probably some cheese to be found here, but I doubt it’s worth it – and personally, while RAW would probably allow it, I don’t think I would.
Extra Attack (Level 6)
You can attack twice. However, you can also cast a Psion cantrip instead of attacking – only once per turn though, no double cantrip. I mean… sure, you gotta have an extra attack in the martial subclass, but it’s not like you have a lot of synergy for it. Just Organic Weapons, and it’s not much.
Quickened Healing (Level 6)
When you cast Cure Wounds, you can expend 2 Psionic Energy Dice to make it cost a bonus action instead of an action, and you roll a Psionic Energy Dice and add its result to the healing. Sure, why not? Probably because you have better sinks for your Cure Wounds, but if you REALLY need to both heal and use an action, you now have the option.
Mutable Form (Level 10)
Extend Limbs now lasts for 10 minutes, and you get an extra benefit of your choice:
- Stony Epidermis: You gain advantage on Concentration saving throws. You also gain resistance to one of Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Poison, Slashing, or Thunder. It looks good, but Concentration is also covered by some very popular feats like War Caster or Resilient (CON), but it’s nice to have regardless if you don’t have those. The resistance is also nice, a reactive bit of defense – though honestly I think you could gain 2 of your choice and still be fine. You could even have them paired up thematically – Acid and Poison, Cold and Fire, Lightning and Thunder, and Bludgeoning/Piercing/Slashing.
- Superior Stride: You can Dash as a bonus action and you gain climb and swim speed. It has it’s uses, but both options are completely outshined by…
- Unnatural Flexibility: You gain +2 AC. You get some other stuff too but who cares, you ALWAYS pick this just for the AC. It’s not even close. As for the other stuff – you can squeeze through 1-inch spaces and spend 5 feet of movement to escape from restraints or being grappled. Yeah, yeah, has some uses (very rarely), but the AC is all that matters.
Life-Bending Weapons (Level 14)
The capstone feature. When you hit with an Organic Weapon, you can expend one Psionic Energy Dice and roll it. Each creature of your choice within 10 feet of you regains that much HP plus your INT modifier, while one creature of your choice takes that much necrotic damage. Meh. Big meh, in fact. I don’t expect you to catch more than 1 ally in the radius – maybe 2, but then you’re getting too clumped up which has it’s own dangers. It has potential, no doubt – let’s say an average of 10 healing to each target (1d10+5), so 20, maybe 30 healing for one Psionic Energy Dice? Not bad! But, it just feels like it’s just not enough.
Overall, this one isn’t very good in my opinion. Metamorph seriously lacks the defenses needed to make it work, and it also can’t decide if it wants to be a martial or healing subclass. My suggestion? At level 3, add a feature that gives you +1 HP per level, give the Organic Weapons another damage die at higher levels, and maybe give them Barkskin as a spell option too.
Psi Warper
The teleporter/space warper/mobility subclass. I’m pretty excited about this one.
Psi Warper Spells (Level 3)
Nothing surprising here, a bunch of teleports.
Teleportation (Level 3)
And speaking of teleports – you can cast Misty Step for free once per long rest, and after that you can also cast it by expending a Psionic Energy Dice. Very nice – a level 2 spell slot in exchange for a Psionic Energy Dice, that’s a great trade, and perfectly in theme with the subclass.
Warp Propel (Level 3)
When you use Telekinetic Propel, if the target fails their saving throw, you can teleport them to a location within 30 feet of you instead of rolling the die and pushing or pulling them. Yes, I love this one – no more relying on rolls, now you can shuffle people around, and though at later levels you might lose some potential distance, the reliability is very much worth it.
Warp Space (Level 6)
When you cast Shatter (which is a subclass spell, so it’s always prepared) you can expend one Psionic Energy Dice to increase the radius to 20 feet. In addition, creatures that fail the saving throw are pulled towards the center of the sphere. Yes, yes, yes – I love this subclass, everything fits so nicely. Double the radius is HUGE (because it’s not double the size – technically it’s 8 times the size since we’re talking about volume and not area, but let’s be honest, most combat takes place in just the horizontal plane so it’s pretty much a circle, so quadruple the size, oh forget about it…) and it can also force a lot of enemies to clump up for a smaller AoE follow-up – Burning Hands, Cloud of Daggers, Ice Knife, or even slam people into a Wall – of Fire, Force, Ice, etc.
Teleporter Combat (Level 6)
When you cast Misty Step, you can also cast a Psion cantrip with casting time of an action as part of the same bonus action. Pretty good, you can get a second cantrip attack in the same turn, but not much else I can say here.
Duplicitous Target (Level 10)
When an enemy you can see makes an attack roll against you, you can use your Reaction to expend a Psionic Energy Dice and swap places with a willing creature within 30 feet of you, and they become the new target of the attack. An excellent defensive tool – just make sure you don’t end up in a worse place than before, if for example you switched with a barbarian who was… preoccupied. But you can also switch with a Wizard who has Shield, or even their familiar, or a creature you have summoned – you do have several spells like Animate Dead, or Summon Astral Entity (a new spell in this UA).
Mass Teleportation (Level 14)
As an Magic action, you expend 4 Psionic Energy Dice. Then, you select a number of creatures equal to your INT modifier within 30 feet of you, and teleport them to an unoccupied space you can see within 150 feet of you. Unwilling creatures must make a WIS saving throw. Fantastic – what an amazing capstone. This is pretty much the Scatter spell from 5e (in Xanathar’s, a 6th level spell), but I’m not complaining – it fits perfectly. The cost is a bit high, but at level 14 you have 10 Psionic Energy Dice and you can get 5 back on a short rest, so it’s not that bad.
Overall, I love this subclass – it’s my favorite, and it’s going to be absolute chaos to actually play it.
Psykinetic
We have a biokinetic, a teleporter, now we get the telekinetic.
Psykinetic Spells (Level 3)
Would you look at that, there’s the Shield and Wall of Force we were talking about. Also Telekinetic Crush, an fantastic new spell, and Telekinesis.
Telekinetic Techniques (Level 3)
When you use Telekinetic Propel, you can choose one of the following bonuses:
- Boost: increase the target’s speed by 10 feet – this is what you always pick when you target an ally.
- Disorient: The target can’t make Opportunity Attacks – it’s alright I guess, but you generally don’t expect the target to be in a position to make opportunity attacks regardless after you propel them.
- Telekinetic Bolt: if they fail the saving throw, the target takes force damage equal to the Psionic Energy Die’s roll. Also probably the go-to pick when the target is an enemy.
Overall, an excellent bonus – maybe as good as Warp Propel, but I still prefer the teleportation.
Empowered Attack Mode (Level 6)
Excuse me, WHAT. What is this. Who saw this and thought – Yeah, that’s a level 6 feature, ship it.
While your Attack Mode is active, you gain a flight speed of 60 feet – SIXTY FEET – and can hover, and when you cast a Psion spell you add your INT to the damage roll. So unless you are trapped in a 5-foot wide, 5-foot tall hallway, you can just… fly out of range of anything, swoop in to blast someone, then fly off again. And deal extra damage, of course. What?
This is something you’d expect as a capstone feature – this is just… too much.
Rebounding Field (Level 6)
Oh, you thought we were done for level 6? Think again. When you cast Shield, and the attack misses, you can expend a Psionic Energy Dice and force the enemy to make a DEX saving throw. On a fail, you roll 2 Psionic Energy Dice – the enemy takes that much force damage and you gain that many Temporary Hit Points, while on a success they just take half damage. Alright, this isn’t that bad. Honestly it’s not even that good – it’s like a more conditional Hellish Rebuke, though the THP is very nice, but I think you have better uses for your Psionic Energy.
Enhanced Telekinetic Crush (Level 10)
When you cast Telekinetic Crush, you can expend a Psionic Energy Dice to make creatures within its radius halve their speed until the start of your next turn – whether they succeed or fail on their saving throw. This is also very good – Telekinetic Crush is a new spell that forces creatures in a 30-foot cube to make a STR saving throw, or take 5d6 force damage and fall prone – half speed means they spend all their movement just to stand up. An amazing bonus.
Heightened Telekinesis (Level 14)
You can spend 4 Psionic Energy Dice to upgrade your Telekinesis – you can target Gargantuan creatures and objects, and it doesn’t require concentration anymore. Instead, it lasts 1 minute. It’s definitely an interesting feature, but certainly not as good as Mass Teleportation. I mean, if you want to make a Tarrasque flail in the air in your telekinetic grip while your allies bombard it, it’s certainly something to aspire to, but I don’t see it being as useful as the Psi Warper’s capstone. It also requires you to spend both the spell slot and the dice too.
Overall, this is an amazing subclass… just because of Empowered Attack Mode. I mean, the other features are also pretty good, Telekinetic Crush is a great spell, but just… wow. Maybe just start with 10 feet of flying, and slowly raise it as you level up? In fact, you could just take the flying out altogether and it would still be good.
Telepath
And finally we have the telepathic subclass. I expect this to be a bit more niche, as telepathy isn’t as combat-directed, but if you’re playing some intrigue/social campaign, this is going to be a lot of fun.
Telepath Spells (Level 3)
Aaand, here’s the Counterspell too. The other spells are quite fitting as well. Honestly, they could all go in the base class as well, since psionics in general do tie in with telepathy, but I guess you have to keep something in reserve for this subclass too. Awaken is pretty interesting too – that’s a fun spell to play around with.
Mind Infiltrator (Level 3)
When you cast Detect Thoughts, you can expend 2 Psionic Energy Dice. The spell doesn’t require components or concentration, and the target can’t tell you’re probing their mind if they fail the saving throw. Just perfect – now you can plunder all those juicy secrets from their brain without them having a clue. Too bad Detect Thoughts is divination, otherwise Id Insinuation would be an excellent combo with this.
Telepathic Hub (Level 3)
Your telepathy increases to 10 feet from 5, and when you use Telepathic Connection (I bet you had forgotten that was even a thing) you can also contact a number of creatures equal to 1 plus the roll of the Psionic Energy Dice. Honestly this is pretty bad – the base telepathy is still too short, and I’m not even sure what the point of the second part is. Do you need to use an action normally to contact a creature telepathically? Is there a limit to the number of creatures you can contact at once? The rules in the PHB are quite vague and mention nothing about that (page 376). If you know what it refers to, please let me know.
I think the feature should also have some offensive component as well. My suggestion would be something like – when you use Telepathic Connection, the minimum roll of your Psionic Energy dice is half its maximum: so with a d6 it’s 3, with a d8 it’s 4, etc. In addition, while Telepathic Connection is active, you can use your bonus action to target a creature within its range and force it to make an INT saving throw, or take psychic damage equal to a roll of your Psionic Energy Dice.
Anyway, let’s not get too into it – my point is just that this isn’t good.
Empowered Defense Mode (Level 6)
When you’re in Defense Mode, you add 1d4 to your saving throws, and if you’re suing Telepathic Connection this also extends to the creatures you’re connected to. Nowhere near the level of Empowered Attack Mode, but we can work with this. Stack a Bless on top of this and it’s quite the defensive bump, but… I’m not really blown away by this. Maybe add a one-time THP when you enter Defensive Mode for you and everyone in your “network”?
Potent Thoughts (Level 6)
You add your INT modifier to the damage of Psion cantrips. This seems more like an afterthought – I don’t see this class as damage-focused, so why is this here and not in some other subclass? Well, actually, it’s part of Empowered Attack Mode except more powerful… Anyway. Good to have but this should probably be something else – and yes, I know I’m somewhat contradicting what I said in Telepathic Hub, but that was level 3 and this is level 6.
Telepathic Bolstering (Level 10)
Your base telepathy increases to 30 feet. When a creature you can see within your telepathy range fails an ability check or misses an attack roll, you can roll a Psionic Energy Die and add the result to their d20. You only expend a die this way if the check or attack succeeds. That’s some great utility – pretty much like a Bardic Inspiration… but worse. I think in this case, you could expand the feature to allow you to cast Psionic Disciplines for allies in your telepathic network as a reaction when the situation allows it – it would definitely be a lot of fun and I think it fits the theme.
Scramble Minds (Level 14)
You can spend 4 Psionic Energy Dice to upgrade your Confusion spell. It’s radius increases to 30 feet, and you roll 2d10 and choose which one will apply to determine their actions. Honestly it’s a massive increase in radium – normally it’s 10 feet, so now it’s a sphere 60 feet wide? That’s going to catch entire armies in its effect. It also becomes a lot more reliable with the second d10 roll. I like this one – no complaints here.
Overall, I think this particular subclass may have been a bit rushed – I think it needs more work. I was excited for it at first, even though I knew it would probably have more limited utility, but I’m a bit disappointed.
Final Thoughts
Now that we’ve seen the class in its entirety, what do i think about this Unearthed Arcana and the Psion: I’m… ok with it. I’ve seen some complaints that it’s unoriginal, uninspired, a rehash, etc – I think they’re a bit extreme; BUT, not unwarranted. I will admit; I didn’t want this to be a spellcaster class. The Mystic might have been a bit of a mess, but I like the idea that psionics are different than magic, and they could use a different resource than spell slots – Psionic Energy Dice are just not the same. As it is now, the Psion is more like a Sorcerer or Warlock rather than its own thing.
I’ve also seen some comments that psionics should stay just as subclasses, but I think there is enough for them tow arrant their own class – I do like the 4 options for the Psion, I think they’re thematic enough and with some extra work they’ll be perfect. But that’s the issue with class-based systems – you gain something but sacrifice something else. Anyway, I guess all we can do is make our opinions known in the survey (which isn’t up yet, but keep it in mind). And do let me know your thoughts – I’ve always liked psionics, even ran a short-lived homebrew campaign in 5e centered around them – what do you think about this particular implementation?
I didn’t go over the new Feats as well, but I don’t think there’s much interesting stuff there – you just learn some cantrips and spells mostly, and you either change the damage type or gain advantage to a specific action a certain number of times (equal to your proficiency modifier, interestingly enough, which we saw a lot towards the end of 5e but was cut back in 2024 – and now it’s back).
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