I was really unsatisfied with how the Psionic classes turned out when I started posting the alpha versions of the classes last week. Partway through the series, I got some new ideas and rebuilt the Psionic classes from the ground up.

Here they are.

Since I have actually-not-terrible class archetypes to start with, the next step in this process is clear. I reorganize the classes by role and make sure that every defender does its job — every striker, every leader, and so forth.

I’ll post some compilation PDFs of these to save y’all some mouse-clicks.

Psionic classes — one of each role.

Psionic controller
Link: v.0 download

Really, this probably isn’t the Artificer you were expecting. This class borrows more from the Guild Wars Ritualist than any D&D class I can think of — even though a few of its powers draw inspiration from the Wizard and Cleric.

Blade Barrier is pretty cool. Sustain Standard isn’t so bad if you can get one of your friends to immobilize the baddies within the wall.

Psionic defender
Link: v.0 download

The Avenger borrows from the 4e Battlemind, which may have been one of the more overlooked classes. It was the only class to use Constitution as its primary ability score, to the eternal shame of 4e.

Mantle of Clarity is directly inspired by the 3e Psionic Focus mechanic, and I will almost undoubtedly use it for the very same purpose.

Psionic leader
Link: v.0 download

I wrote the Dispel Magic effect for the Invoker. Or rewrote it. Codified it, whatever. Dispel Magic kind of sucked in 4e because of its limited applications, but here you can use it to break just about anything.

My goal is to simulate the “Teardown” mechanic of the Guild Wars Dervish.

Psionic striker
Link: v.0 download

Purifiers are a lot like Guild Wars Elementalists — are you noticing a pattern with the designs of the Psionic classes? I finally figured out a purpose or use for the “Power Strike” effect of the Essentials Knight/Slayer. Combining it with the 4e feat “Arcane Reserves” is a cool Nova/Exhaustion mechanic.