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UA2025 ThePsion

The Unearthed Arcana 2025 introduces the Psion class, a new spellcasting character that utilizes psionic powers and mental abilities. It includes four subclasses, a unique spellcasting system using Psionic Energy Dice, and various features that enhance gameplay. This document is a playtest material, inviting feedback to refine the content before its official release in a D&D book.

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Nick Diamon
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0% found this document useful (0 votes)
427 views13 pages

UA2025 ThePsion

The Unearthed Arcana 2025 introduces the Psion class, a new spellcasting character that utilizes psionic powers and mental abilities. It includes four subclasses, a unique spellcasting system using Psionic Energy Dice, and various features that enhance gameplay. This document is a playtest material, inviting feedback to refine the content before its official release in a D&D book.

Uploaded by

Nick Diamon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 13

refined based on your feedback, and then it will appear

UNEARTHED ARCANA 2025 in a D&D book.

THE PSION
Providing feedback on this document is one way you
can help shape the future of D&D!

This playtest document is part of a series of


Unearthed Arcana articles that present material
PSION
designed for upcoming products. The material here A Master of Psionic Power
uses the rules in the 2024 Player’s Handbook.
Psions weave magic and extraordinary powers
through the power of their minds. They develop
LEARN MORE ON YOUTUBE
their minds as fonts of power that manifest spells
To learn more about the design in this article, we invite
and grow stronger over the course of their
you to view the videos about it on YouTube
adventuring careers. You can find everything you
(www.youtube.com/DNDWizards). need to play one of these psionic powerhouses in the
next few sections.
WHAT’S INSIDE
WHAT IS A PSION?
Psion. The first new class since the Artificer, the
Psions are spellcasters who use innate mental powers
Psion weaves magic through the power of their
mind. to gain extraordinary abilities and unleash the magic of
Subclasses. Four subclasses provide unique their minds. Psions and their magic (sometimes called
identities for a Psion character: Metamorph, Psi “psionics”) can trace their history back to the appendix
Warper, Psykinetic, and Telepath. of the first edition Player’s Handbook, and a psionics-
Spells. A collection of spells, both familiar and new, using class first appeared in The Complete Psionics
enhance the options available to the Psion. Handbook in 1991. Psionics have taken numerous
Wild Talents. Also included are a collection of feats forms in D&D, from alternative magic systems to
that provide characters with a way to tap into options that dovetail with other D&D rules. In the fifth
psionic powers. Backgrounds representing their edition, psychic power is synonymous with magic, and
connection to wild talents will be included with the magic of the mind flavors numerous spells,
these feats in a future book if they become official, monsters, and subclasses—like the Psi Warrior Fighter
but in the meantime a character who takes the and the Aberrant Sorcery Sorcerer in the Player’s
Noble or Sage background can choose a Wild Handbook. In this edition, the Psion is a spellcaster
Talent feat in place of that background’s Origin who interfaces with magic and spellcasting similarly to
feat, and any character can choose one of these other classes in the game.
feats when their class normally allows a feat This UA provides the Psion with unique twists to
choice. spellcasting using Psionic Energy Dice and the Psionic
THIS IS PLAYTEST MATERIAL Spellcasting feature, carving out a space to make the
This article is presented for playtesting and feedback. Psion stand out from its spellcasting peers.
The options here are experimental and in draft form. CORE PSION TRAITS
They aren’t officially part of the game. Your feedback Primary Ability Intelligence
will help determine whether we adopt it as official. Hit Point Die D6 per Psion level
How to Playtest This UA. We invite you to try out Saving Throw Intelligence and Wisdom
this material in play. To play with this material, you Proficiencies
may either incorporate it into your campaign or run Skill Proficiencies Choose 2: Arcana, Insight,
one or more special playtest sessions. For such a Intimidation, Investigation,
session, you may create an adventure of your own or Medicine, Perception,
use a short adventure from a source like Quests from Persuasion
the Infinite Staircase. Weapon Simple weapons
Power Level. The character options you read here Proficiencies
might be more or less powerful than options in the Armor Training None
2024 Player’s Handbook. If a design survives Starting Choose A or B: (A) Spear, 2
playtesting, we adjust its power to the desirable level Equipment Daggers, Light Crossbow, 20
before publication. This means an option could be Bolts, Case, Dungeoneer’s Pack,
more or less powerful in its final form. and 6 GP; or (B) 50 GP
Feedback. The best way for you to give us feedback
on this material is in the survey we’ll release on D&D
Beyond. If we make this material official, it will be

©2025 Wizards of the Coast LLC. Permission granted to print and photocopy this page for personal use. V1.1 1
BECOMING A PSION … LEVEL 1: SPELLCASTING
You have learned how to channel magical energy
AS A LEVEL 1 CHARACTER using the power of your mind. See the Player’s
• Gain all the traits in the Core Psion Traits table. Handbook for the rules on spellcasting. The
• Gain the Psion’s level 1 features, which are listed information below details how you use those rules
in the Pison Features table. with Psion spells, which appear in the Psion spell list
later in the class’s description.
AS A MULTICLASS CHARACTER Cantrips. You know two Psion cantrips of your
choice. Minor Illusion and Telekinetic Fling are
• Gain the Hit Point Die from the Core Psion Traits recommended.
table. Whenever you gain a Psion level, you can replace
• Gain the Psion’s level 1 features, which are listed one of your cantrips from this feature with another
in the Psion Features table. See the multiclassing Psion cantrip of your choice.
rules in the Player’s Handbook to determine your When you reach Psion levels 10 and 14, you learn
available spell slots, adding all your Psion levels. another Psion cantrip of your choice, as shown in
the Cantrips column of the Psion Features table.
PSION CLASS FEATURES Spell Slots. The Psion Features table shows how
many spell slots you have to cast your level 1+
As a Psion, you gain the following class features spells. You regain all expended spell slots when you
when you reach the specified Psion levels. These finish a Long Rest.
features are listed on the Psion Features table. Prepared Spells of Level 1+. You prepare the list
of level 1+ spells that are available for you to cast

PSION FEATURES
Proficiency Class Energy Number Prepared —Spell Slots per Spell Level—
Level Bonus Features Die of Dice Cantrips Spells 1 2 3 4 5 6 7 8 9
1 +2 Spellcasting, D6 4 2 4 2 — — — — — — — —
Psionic Power,
Subtle Telekinesis
2 +2 Psionic Discipline, D6 4 2 5 3 — — — — — — — —
Psionic Modes
3 +2 Psion Subclass D6 4 2 6 4 2 — — — — — — —
4 +2 Ability Score D6 4 2 7 4 3 — — — — — — —
Improvement
5 +3 Psionic Restoration D8 6 2 9 4 3 2 — — — — — —
6 +3 Subclass Feature D8 6 2 10 4 3 3 — — — — — —
7 +3 Psionic Surge D8 6 2 11 4 3 3 1 — — — — —
8 +3 Ability Score D8 6 2 12 4 3 3 2 — — — — —
Improvement
9 +4 — D8 8 2 14 4 3 3 3 1 — — — —
10 +4 Psionic Discipline, D8 8 3 15 4 3 3 3 2 — — — —
Subclass Feature
11 +4 — D10 8 3 16 4 3 3 3 2 1 — — —
12 +4 Ability Score D10 8 3 16 4 3 3 3 2 1 — — —
Improvement
13 +5 — D10 10 3 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 D10 10 4 18 4 3 3 3 2 1 1 1 —
Improvement
17 +6 Psionic Discipline D12 12 4 19 4 3 3 3 2 1 1 1 1
18 +6 — 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 Lifeforce D12 12 4 22 4 3 3 3 3 2 2 1 1

©2025 Wizards of the Coast LLC. Permission granted to print and photocopy this page for personal use. V1.1 2
with this feature. To start, choose four level 1 Psion yourself equal to 5 times the number rolled. The die
spells. Charm Person, Command, Dissonant Whispers, is expended only if the target fails the saving throw.
and Mage Armor are recommended. Telepathic Connection. You have telepathy with a
The number of spells on your list increases as you range of 5 feet. As a Bonus Action, you can expend
gain Psion levels, as shown in the Prepared Spells one Psionic Energy Die and roll it. For a number of
column of the Psion Features table. Whenever that minutes equal to your Psion level, the range of your
number increases, choose additional Psion spells telepathy increases by a number of feet equal to 10
until the number of spells on your list matches the times the number rolled.
number in the table. The chosen spells must be of a
level for which you have spell slots. For example, if LEVEL 1: SUBTLE TELEKINESIS
you’re a level 3 Psion, your list of prepared spells You know the Mage Hand cantrip. You can cast it
can include six Psion spells of levels 1 and 2 in any without Somatic components, and you can make the
combination. spectral hand Invisible when you cast it.
If another Psion feature gives you spells that you
always have prepared, those don’t count against the
LEVEL 2: PSIONIC DISCIPLINE
number of spells you can prepare with this feature,
but those spells otherwise count as Psion spells for You learn further psionic techniques that are fueled
you. by your Psionic Energy Dice. You gain two
Changing Your Prepared Spells. Whenever you disciplines of your choice, such as Expanded
gain a Psion level, you can replace one spell on your Awareness and Id Insinuation. Disciplines are
list with another Psion spell of an eligible level. described in the “Psionic Discipline Options” section
Spellcasting Ability. Intelligence is your later in this class’s description.
spellcasting ability for your Psion spells. You can use only one Discipline each turn and only
Psionic Spellcasting. When you cast a Psion spell, once per turn unless otherwise noted in one of those
that spell doesn’t require a Verbal or Material options.
component, even if the spell includes “V” or “M” in Whenever you gain a Psion level, you can replace
its “Components” entry, except Material components one of your Psionic Discipline options with one you
that are consumed by the spell or have a cost don’t know. You gain two more options at Psion
specified in the spell. level 10 and two more at Psion level 17.

LEVEL 1: PSIONIC POWER LEVEL 2: PSIONIC MODES


You harbor a wellspring of psionic energy within You have honed your psionic powers to act as both a
yourself. This energy is represented by your Psionic shield and a weapon in battle. As a Bonus Action,
Energy Dice. Your Psion level determines the die you can choose one of the following modes, granting
size and number of Psionic Energy Dice you have, as you certain benefits for 1 minute or until you use
shown in the Energy Die and Number of Dice this feature again:
columns of the Psion Features table.
Your Psionic Energy Dice are used to enhance or Attack Mode. Damage from your weapon attacks,
fuel certain Psion features. You start with two such Psion spells, and Psion features ignores Resistance
features: Telekinetic Propel and Telepathic to Psychic damage. In addition, when you roll
Connection, each of which is detailed below. Some of damage for a spell, you can expend one Psionic
your powers expend the Psionic Energy Dice, as Energy Die to reroll a number of damage dice up
specified in a power’s description, and you can’t use to your Intelligence modifier (minimum of one),
a power if it requires you to use a die when all your and you must use the new rolls.
Psionic Energy Dice are expended. Defense Mode. You have Resistance to Psychic
You regain one expended Psionic Energy Die when damage. In addition, when you fail an Intelligence,
you finish a Short Rest, and you regain all of them Wisdom, or Charisma saving throw, you can take a
when you finish a Long Rest. Reaction to expend one Psionic Energy Die; roll
Some features that use Psionic Energy Dice the Psionic Energy Die and add the number rolled
require your target to make a saving throw. The save to the saving throw, potentially turning a failure
DC equals the spell save DC from this class’s into a success.
Spellcasting feature. You can use this feature twice, and you regain all
Telekinetic Propel. As a Bonus Action, choose one expended uses when you finish a Long Rest.
Large or smaller creature other than you that you
can see within 30 feet of yourself, and then roll one
Psionic Energy Die. The target must succeed on a
Strength saving throw or be pushed or pulled (your
choice) up to a number of feet straight away from

©2025 Wizards of the Coast LLC. Permission granted to print and photocopy this page for personal use. V1.1 3
LEVEL 3: PSION SUBCLASS DESTRUCTIVE THOUGHTS
You gain a Psion subclass of your choice. The When you cast a Psion spell from the Conjuration or
Metamorph, Psi Warper, Psykinetic, and Telepath Evocation school and a creature you can see
subclasses are detailed after this class’s description. succeeds on a saving throw against the spell, you can
A subclass is a specialization that grants you expend one Psionic Energy Die and roll it. The
features at certain Psion levels. For the rest of your creature takes Psychic damage equal to the number
career, you gain each of your subclass’s features that rolled plus your Intelligence modifier (minimum of
are of your Psion level or lower. one).

LEVEL 4: ABILITY SCORE IMPROVEMENT DEVILISH TONGUE


You gain the Ability Score Improvement feat or When you take the Influence action, you can expend
another feat of your choice for which you qualify. one Psionic Energy Die, roll it, and add the number
You gain this feature again at Psion levels 8, 12, and rolled to the ability check.
16.
EGO WHIP
LEVEL 5: PSIONIC RESTORATION When a creature provokes an Opportunity Attack
When you finish a Short Rest, you can regain from you by leaving your reach, you can take a
expended Psionic Energy Dice, but no more than a Reaction to roll one Psionic Energy Die and force the
number equal to half your number of dice (round creature to make an Intelligence saving throw. On a
down). Once you use this feature, you can’t do so failed save, the target’s Speed is reduced by 10 feet
again until you finish a Long Rest. and it subtracts the number rolled from the next
damage roll it makes before the end of its next turn.
LEVEL 7: PSIONIC SURGE The die is expended only if the target fails the saving
When you roll Initiative, you can expend one of your throw.
Hit Point Dice and regain one expended use of
Psionic Modes. EXPANDED AWARENESS
In addition, after you roll one or more Psionic When you take the Search action, you can expend
Energy Dice, you can expend one of your Hit Point one Psionic Energy Die, roll it, and add the number
Dice and treat any roll of 1, 2, or 3 on those Psionic rolled to the ability check.
Energy Dice as a 4.
ID INSINUATION
LEVEL 19: EPIC BOON When you cast a Psion spell from the Enchantment
You gain an Epic Boon feat or another feat of your or Illusion school that forces a creature to make a
choice for which you qualify. Boon of Energy saving throw, you can expend two Psionic Energy
Resistance is recommended. Dice and roll one Psionic Energy Die. One target of
the spell you can see subtracts the number rolled
LEVEL 20: ENKINDLED LIFEFORCE from its saving throw against the spell.
Once per turn, when you expend one Psionic Energy
Die and roll it for a Psion feature or Psionic INERRANT AIM
Discipline, you can expend two of your Hit Point When you make an attack roll against a creature and
Dice to roll two additional Psionic Energy Dice and miss, you can roll one Psionic Energy Die and add
add the numbers rolled to the total. the number rolled to the attack roll, potentially
turning the miss into a hit. If this causes the attack to
PSIONIC DISCIPLINE OPTIONS hit, the die is expended.

Psionic Discipline options appear in alphabetical PSIONIC BACKLASH


order. Immediately after a creature you can see hits you
with an attack roll, you can take a Reaction to
BIOFEEDBACK expend one Psionic Energy Die, roll two Psionic
When you cast a Psion spell from the Necromancy or Energy Dice, and subtract the number rolled on each
Transmutation school, you can expend one Psionic die from the total. In addition, you can force the
Energy Die and roll it. You gain a number of attacker to make a Wisdom saving throw. On a failed
Temporary Hit Points equal to the number rolled save, the target takes Psychic damage equal to the
plus your Intelligence modifier (minimum of one). amount rolled on the two Psionic Energy Dice.

©2025 Wizards of the Coast LLC. Permission granted to print and photocopy this page for personal use. V1.1 4
PSIONIC GUARDS LEVEL 1 PSION SPELLS
At the start of your turn, you can expend one Psionic Spell School Special
Energy Die. Until the start of your next turn, you Animal Friendship Enchantment —
have Immunity to the Charmed and Frightened Charm Person Enchantment —
conditions and Advantage on Intelligence saving Command Enchantment —
throws. If you are Charmed or Frightened when you Comprehend Divination R
use this discipline, the condition ends on you. Languages
When you use Psionic Guards, you can also use a Detect Magic Divination C, R
different Psionic Discipline this turn. Dissonant Whispers Enchantment —
Feather Fall Transmutation —
SWIFT PRECOGNITION Identify Divination R, M
When you cast a Psion spell from the Abjuration or Jump Transmutation —
Divination school with a casting time of an action, Longstrider Transmutation —
you can expend a number of Psionic Energy Dice to Mage Armor Abjuration —
change the casting time to a Bonus Action for this Silent Image Illusion C
casting. The number of dice equals one plus the Sleep Enchantment C
spell’s level. Speak with Animals Divination R
Tasha’s Hideous Enchantment C
TACTICAL MIND Laughter
When you take the Study action, you can expend one Tenser’s Floating Disk Conjuration R
Psionic Energy Die, roll it, and add the number
rolled to the ability check. LEVEL 2 PSION SPELLS
Spell School Special
PSION SPELL LIST Animal Messenger Enchantment R
Blindness/Deafness Transmutation —
This section presents the Psion spell list. The spells Calm Emotions Enchantment C
are organized by spell level and then alphabetized, Crown of Madness Enchantment C
and each spell’s school of magic is listed. In the Detect Thoughts Divination C
Special column, C means the spell requires Enhance Ability Transmutation C
Concentration, R means it’s a Ritual, and M means it Enlarge/Reduce Transmutation C
requires a specific Material component. Enthrall Enchantment C
Heat Metal Transmutation C
CANTRIPS (LEVEL 0 PSION SPELLS) Hold Person Enchantment C
Spell School Special Invisibility Illusion C
Blade Ward Abjuration C Knock Transmutation —
Dancing Lights Illusion C Locate Animals or Divination R
Friends Enchantment C Plants
Light Evocation — Locate Object Divination C
Mage Hand Conjuration — Magic Mouth Illusion R, M
Mending Transmutation — Mind Spike Divination C
Message Transmutation — Mirror Image Illusion —
Mind Sliver Enchantment — Phantasmal Force Illusion C
Minor Illusion Illusion — See Invisibility Divination —
Prestidigitation Transmutation — Shatter Evocation —
Telekinetic Fling Evocation — Silence Illusion C, R
(appears in this UA) Suggestion Enchantment C
True Strike Divination — Tasha’s Mind Whip Enchantment —
(appears in this UA)
Zone of Truth Enchantment —

©2025 Wizards of the Coast LLC. Permission granted to print and photocopy this page for personal use. V1.1 5
LEVEL 3 PSION SPELLS
Spell School Special LEVEL 6 PSION SPELLS
Animate Dead Necromancy — Spell School Special
Bestow Curse Necromancy C Blade Barrier Evocation C
Clairvoyance Divination C, M Disintegrate Transmutation —
Dispel Magic Abjuration — Eyebite Necromancy C
Fear Illusion C Find the Path Divination C, M
Fly Transmutation C Mass Suggestion Enchantment —
Hypnotic Pattern Illusion C Move Earth Transmutation C
Intellect Fortress Abjuration C Otto’s Irresistible Enchantment C
(appears in this UA) Dance
Major Image Illusion C Programmed Illusion Illusion M
Nondetection Abjuration M True Seeing Divination M
Sending Divination —
Summon Astral Entity Conjuration C, M
LEVEL 7 PSION SPELLS
(appears in this UA)
Spell School Special
Telekinetic Crush Transmutation —
Etherealness Conjuration —
(appears in this UA)
Forcecage Evocation C, M
Tongues Divination —
Mirage Arcane Illusion —
LEVEL 4 PSION SPELLS Plane Shift Conjuration M
Spell School Special Power Word Fortify Enchantment —
Arcane Eye Divination C Project Image Illusion C, M
Banishment Abjuration C Reverse Gravity Transmutation C
Charm Monster Enchantment — Teleport Conjuration —
Compulsion Enchantment C
Confusion Enchantment C LEVEL 8 PSION SPELLS
Dimension Door Conjuration — Spell School Special
Freedom of Movement Abjuration — Antipathy/Sympathy Enchantment —
Greater Invisibility Illusion C Befuddlement Enchantment —
Hallucinatory Terrain Illusion — Dominate Monster Enchantment C
Locate Creature Divination C Glibness Enchantment —
Phantasmal Killer Illusion C Maze Conjuration C
Polymorph Transmutation C Mind Blank Abjuration —
Raulothim’s Psychic Enchantment — Power Word Stun Enchantment —
Lance (appears in this Telepathy Divination —
UA)
Summon Aberration Conjuration C, M LEVEL 9 PSION SPELLS
Spell School Special
LEVEL 5 PSION SPELLS
Astral Projection Necromancy M
Spell School Special
Foresight Divination —
Animate Objects Transmutation C
Power Word Heal Enchantment —
Awaken Transmutation M
Power Word Kill Enchantment —
Contact Other Plane Divination R
Psychic Scream Enchantment —
Dominate Person Enchantment C
(appears in this UA)
Dream Illusion —
Shapechange Transmutation C, M
Geas Enchantment —
Time Stop Transmutation —
Hold Monster Enchantment C
Weird Illusion C
Legend Lore Divination M
Mislead Illusion C
Modify Memory Enchantment C
Rary’s Telepathic Bond Divination R
Scrying Divination C, M
Seeming Illusion —
Synaptic Static Enchantment —
Telekinesis Transmutation C
Teleportation Circle Conjuration M

©2025 Wizards of the Coast LLC. Permission granted to print and photocopy this page for personal use. V1.1 6
PSION SUBCLASSES Constitution saving throw it makes before the start
of its next turn.
A Psion subclass is a specialization that grants you Viscera Launcher. Your hand and forearm
features at certain Psion levels, as specified in the transform into a crossbow made of muscle and
subclass. This section presents the Metamorph, Psi sinew that fires bolts of bile. The launcher counts as
Warper, Psykinetic, and Telepath subclasses. a Simple Ranged weapon with a normal range of 30
feet and a long range of 90 feet, and it deals 1d6 Acid
damage on a hit. Once on each of your turns when
METAMORPH you hit a creature with an attack roll using the
Psychically Sculpt Life and Flesh launcher, you can deal an extra 1d6 Acid damage to
the target.
Your mastery of psionic powers turns inward. Your
own flesh becomes like clay to you, and youmold it LEVEL 3: EXTEND LIMBS
to turn it into the perfect vessel of your psionic
As a Bonus Action, you can expend one Psionic
powers. Experience in manipulating your life energy
Energy Die. For the next minute, you gain the
also enables you to adjust the life force of friends
following benefits.
and foes alike.
Reach. Your reach increases by 5 feet.
Speed. Your Speed increases by 5 feet.
LEVEL 3: METAMORPH SPELLS Touch. When you cast a spell that has a range of
When you reach a Psion level specified in the Touch and a casting time of an action, you can make
Metamorph Spells table, you thereafter always have the spell’s range 10 feet.
the listed spells prepared.
LEVEL 6: EXTRA ATTACK
METAMORPH SPELLS
You can attack twice instead of once whenever you
Psion Level Spells
take the Attack action on your turn.
3 Alter Self, Cure Wounds, Inflict
In addition, you can cast one of your Psion
Wounds, Lesser Restoration cantrips that has a casting time of an action in place
5 Aura of Vitality, Haste of one of those attacks.
7 Polymorph, Stoneskin
9 Contagion, Mass Cure Wounds LEVEL 6: QUICKENED HEALING
When you cast Cure Wounds, you can expend two
LEVEL 3: ORGANIC WEAPONS Psionic Energy Dice to change the casting time to a
You can shape your limbs into weapons. Whenever Bonus Action for this casting. When you do, you can
you take the Attack action or make an Opportunity roll one Psionic Energy Die and add the number
Attack, you can reform your free hand into one of rolled to the total amount of Hit Points restored.
the following organic weapons: Bone Blade, Flesh
Maul, or Viscera Launcher. Your limb immediately LEVEL 10: MUTABLE FORM
returns to its previous form after your Organic
When you use Extend Limbs, the duration increases
Weapon hits or misses its target.
to 10 minutes and you gain one of the following
Whenever you attack with the weapon, you can
benefits of your choice, the effects of which last until
use your Intelligence modifier for the attack and
Extend Limbs ends.
damage rolls instead of using Strength or Dexterity;
Stony Epidermis. You have Advantage on
and you can cause the weapon to deal Psychic
Constitution saving throws to maintain
damage or its normal damage type.
Concentration. In addition, choose one of the
Bone Blade. A blade made of bone springs from
following damage types: Acid, Bludgeoning, Cold,
your forearm or extends from your hand. The blade
Fire, Lightning, Piercing, Poison, Slashing, or
counts as a Simple Melee weapon with the Finesse
Thunder. You gain Resistance to the chosen damage
property, and it deals 1d8 Piercing damage on a hit.
type.
You have Advantage on the attack roll you make
Superior Stride. While you aren’t wearing armor,
with the blade if at least one of your allies is within 5
you can take the Dash action as a Bonus Action and
feet of the target and the ally doesn’t have the
you have a Climb Speed and Swim Speed equal to
Incapacitated condition.
your Speed.
Flesh Maul. Your fist and forearm coalesce into a
Unnatural Flexibility. You gain a +2 bonus to AC,
hardened mass of flesh and bone. The maul counts
and your body, along with any equipment you’re
as a Simple Melee weapon and deals 1d10
wearing or carrying, becomes pliable. You can move
Bludgeoning damage on a hit. A creature hit by the
through any space as narrow as 1 inch, and you can
maul has Disadvantage on the next Strength or
spend 5 feet of movement to escape from

©2025 Wizards of the Coast LLC. Permission granted to print and photocopy this page for personal use. V1.1 7
nonmagical restraints or end the Grappled center of the Sphere, ending in an unoccupied space
condition. as close to center of the Sphere as possible.

LEVEL 14: LIFE-BENDING WEAPONS LEVEL 6: TELEPORTER COMBAT


Once per turn when you hit a creature with your Immediately after you cast Misty Step, you can cast
Organic Weapon, you can expend one Psionic Energy one of your Psion cantrips that has a casting time of
Die and roll it. Each creature of your choice in a 10- an action as part of the Bonus Action.
foot Emanation originating from you regains Hit
Points equal the number rolled plus your LEVEL 10: DUPLICITOUS TARGET
Intelligence modifier. Additionally, one creature of When a creature you can see makes an attack roll
your choice in that area takes Necrotic damage equal against you, you can take a Reaction to expend one
to the number rolled. Psionic Energy Die and choose a willing creature you
can see within 30 feet of yourself that doesn’t have
PSI WARPER the Incapacitated condition. You and the willing
creature teleport, swapping places with each other.
Warp Space with the Power of Your Mind The creature then becomes the target of the attack
Psi Warpers tune their psionic powers to roll.
manipulating the space between objects. Capable of
teleporting across the battlefield and creating LEVEL 14: MASS TELEPORTATION
vacuums in space, a Psi Warper is never in one place As a Magic action, you expend four Psionic Energy
for too long. Dice and choose Huge or smaller creatures within 30
feet of yourself, up to a number of creatures equal to
LEVEL 3: PSI WARPER SPELLS your Intelligence modifier (minimum of one
When you reach a Psion level specified in the Psi creature). Each of the chosen creatures is teleported
Warper Spells table, you thereafter always have the to an unoccupied space you can see within 150 feet
listed spells prepared. of you. An unwilling creature that succeeds on a
Wisdom saving throw against your spell save DC is
PSI WARPER SPELLS unaffected.
Psion Level Spells
3 Expeditious Retreat, Feather Fall, PSYKINETIC
Misty Step, Shatter
5 Blink, Haste Mold Psionic Force for Creation and Destruction
7 Banishment, Dimension Door A Psykinetic controls their psionic powers like a
9 Steel Wind Strike, Teleportation malleable force. They bend their telekinetic energies
Circle into sturdy barriers and strike with the force of a
battering ram.
LEVEL 3: TELEPORTATION
You can cast Misty Step without expending a spell
LEVEL 3: PSYKINETIC SPELLS
slot, and you must finish a Long Rest before you can When you reach a Psion level specified in the
cast it in this way again. You can also restore your Psykinetic Spells table, you thereafter always have
use of it by expending one Psionic Energy Die (no the listed spells prepared.
action required).
PSYKINETIC SPELLS
LEVEL 3: WARP PROPEL Psion Level Spells
When a target fails its saving throw against your 3 Cloud of Daggers, Levitate, Shield,
Telekinetic Propel, instead of pushing it, you can Thunderwave
teleport the target to an unoccupied space you can 5 Slow, Telekinetic Crush (included in
see within 30 feet of you that is horizontal to you. this UA)
7 Otiluke’s Resilient Sphere, Stone
LEVEL 6: WARP SPACE Shape
9 Telekinesis, Wall of Force
When you cast Shatter, you can expend one Psionic
Energy Die to modify the spell so that the radius of
the spell’s Sphere becomes 20 feet. LEVEL 3: TELEKINETIC TECHNIQUES
In addition, creatures that fail the saving throw When you use your Telekinetic Propel, you can
against the spell are pulled straight toward the impose one of the following effects on that target.

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Boost. The target’s Speed increases by 10 feet TELEPATH SPELLS
until the start of your next turn. Psion Level Spells
Disorient. The target can’t make Opportunity 3 Bane, Command, Detect Thoughts,
Attacks until the start of its next turn. Mind Spike
Telekinetic Bolt. If the target fails the saving 5 Counterspell, Speak with Plants
throw, it takes Force damage equal to the number 7 Compulsion, Confusion
rolled on the Psionic Energy Die. 9 Awaken, Modify Memory
LEVEL 6: EMPOWERED ATTACK MODE
LEVEL 3: MIND INFILTRATOR
While your Attack Mode is active, you gain a Fly
Speed of 60 feet and can hover, and when you cast a When you cast Detect Thoughts, you can expend two
Psion spell, you can add your Intelligence modifier Psionic Energy Dice to modify the spell so that the
to one damage roll of that spell. spell doesn’t require spell components or
Concentration, and the target does not know you’re
LEVEL 6: REBOUNDING FIELD probing its mind if it fails the Wisdom saving throw.

When you cast Shield in response to being hit by an LEVEL 3: TELEPATHIC HUB
attack roll and cause the triggering attack to miss,
you can expend one Psionic Energy Die to launch the You have telepathy with a range of 10 feet. When
force back at the attacker. The attacker makes a you expend a Psionic Energy Die as part of using
Dexterity saving throw. Roll two Psionic Energy Telepathic Connection to increase the range of your
Dice. On a failed save, the attacker takes Force telepathy, for the duration of the effect, you can
damage equal to the amount rolled and you gain simultaneously contact a number of creatures equal
Temporary Hit Points equal to that amount. On a to 1 plus the number rolled on the Psionic Energy
successful save, the attacker takes half as much Die.
damage only.
LEVEL 6: EMPOWERED DEFENSE MODE
LEVEL 10: ENHANCED TELEKINETIC CRUSH While your Defense Mode is active, whenever you
When you cast Telekinetic Crush, you can expend one make a saving throw, you add 1d4 to the save.
Psionic Energy Die to modify the spell so that In addition, while your Defense mode is active,
whether a creature fails or succeeds on the saving you can extend this benefit to creatures you are
throw against the spell, its Speed is halved until the telepathically connected with using your Telepathic
start of your next turn. Connection.

LEVEL 14: HEIGHTENED TELEKINESIS LEVEL 6: POTENT THOUGHTS


When you cast Telekinesis, you can expend four You add your Intelligence modifier to the damage
Psionic Energy Dice to modify the spell so that it you deal with any Psion cantrip.
doesn’t require Concentration. If you do so, the
spell’s duration becomes 1 minute for that casting, LEVEL 10: TELEPATHIC BOLSTERING
and you can target Gargantuan creatures and You have telepathy out to 30 feet. When you or a
objects. creature you can see within range of your telepathy
fails an ability check or misses with an attack roll,
TELEPATH you can take a Reaction to expend one Psionic
Energy Die, roll the die, and add the number rolled
Master Tactics in the Landscape of the Mind to the d20, potentially turning a failed check into a
success or a miss into a hit. The Psionic Energy Die is
Telepaths are masters of mind magic. They use their
expended only if the check succeeds or the attack
psionic powers for all matters of the mind, whether
hits.
they bolster the mental defenses of allies or probe
the thoughts of others undetected. A telepath can be
a bastion of psionic aid or a crafty manipulator.
LEVEL 14: SCRAMBLE MINDS
When you cast Confusion, you can expend four
LEVEL 3: TELEPATH SPELLS Psionic Energy Dice to modify the spell so that the
radius of the spell’s Sphere becomes 30 feet.
When you reach a Psion level specified in the
In addition, creatures under the effect of the spell
Telepath Spells table, you thereafter always have the
roll two d10s, and you choose which roll determines
listed spells prepared.
their behavior on their turns.

©2025 Wizards of the Coast LLC. Permission granted to print and photocopy this page for personal use. V1.1 9
SPELLS only. If the target is reduced to 0 Hit Points by this
damage, its head explodes, assuming it has one.
Spells are presented in alphabetical order. If a spell At the end of each of its turns, the Stunned target
includes the Artificer in the parentheses after the repeats the save, ending the condition on itself on a
spell’s school of magic, that spell is added to the success.
Artificer’s spell list (use the most recent version of
the Artificer that appeared in Unearthed Arcana). RAULOTHIM’S PSYCHIC LANCE
Level 4 Enchantment (Bard, Psion, Sorcerer, Warlock,
DESIGN NOTE: SPELL UPDATES Wizard)
Several spells from Tasha’s Cauldron of Everything
Casting Time: Action
return in this article, alongside some brand-new spells.
Range: 120 feet
Here are the main updates to spells in this article:
Components: V
General Updates. Returning spells have been refined Duration: Instantaneous
and brought in line with revisions in the 2024
You unleash a shimmering lance of psychic power
Player’s Handbook. from your forehead at a creature that you can see
New Spells. New spells in this article—Summon Astral within range. Alternatively, you can utter a
Entity and Telekinetic Crush—add new options to creature’s name (a pseudonym, title, or nickname
various classes’ spell lists. The Psion also receives a doesn’t work). If the named target is within range, it
unique cantrip, Telekinetic Fling. becomes the spell’s target even if you can’t see it. If
Raulothim’s Psychic Lance. This spell has more the named target isn’t within range or you use an
guidance around using a creature’s name to target it. invalid name, the lance dissipates without effect.
Tasha’s Mind Whip. The spell now restricts only the The target must make an Intelligence saving
target’s ability to make Opportunity Attacks on a throw. On a failed save, the target takes 7d6 Psychic
failed saving throw. damage and has the Incapacitated condition until
the start of your next turn. On a successful save, the
INTELLECT FORTRESS target takes half as much damage only.
Level 3 Abjuration (Artificer, Bard, Psion, Sorcerer, Using a Higher-Level Spell Slot. The damage
Warlock, Wizard) increases by 1d6 for each spell slot level above 4.
Casting Time: Action
Range: 30 feet
SUMMON ASTRAL ENTITY
Components: V Level 3 Conjuration (Psion, Sorcerer, Warlock,
Duration: Concentration, up to 1 hour Wizard)
For the duration, one willing creature you can see Casting Time: Action
within range has Resistance to Psychic damage, as Range: 90 feet
well as Advantage on Intelligence, Wisdom, and Components: V, S, M (a gem or crystal worth 300+
Charisma saving throws. GP)
Using a Higher-Level Spell Slot. You can target Duration: Concentration, up to 1 hour
one additional creature for each spell slot level You call forth the spirit of a psionic entity. It
above 3. manifests in an unoccupied space that you can see
within range and uses the Psionic Spirit stat block.
PSYCHIC SCREAM When you cast the spell, choose Crystal Entity,
Level 9 Enchantment (Bard, Psion, Sorcerer, Warlock) Ectoplasmic Entity, or Ghostly Entity. The creature
resembles an astral entity of that kind, which
Casting Time: Action determines certain details in its stat block. The
Range: 90 feet creature disappears when it drops to 0 Hit Points or
Components: S when the spell ends.
Duration: Instantaneous The creature is an ally to you and your allies. In
You unleash the power of your mind to blast the combat, the creature shares your Initiative count,
intellect of up to ten creatures of your choice that but it takes its turn immediately after yours. It obeys
you can see within range. Creatures that have an your verbal commands (no action required by you).
Intelligence score of 2 or lower are unaffected. If you don’t issue any, it takes the Dodge action and
Each target must make an Intelligence saving uses its movement to avoid danger.
throw. On a failed save, a target takes 14d6 Psychic Using a Higher-Level Spell Slot. Use the spell
damage and has the Stunned condition. On a slot’s level for the spell’s level in the stat block.
successful save, a target takes half as much damage

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PSIONIC SPIRIT its next turn, it can take either an action or a Bonus
Action, not both. On a successful save, the target
Medium Aberration, Neutral
takes half as much damage only.
AC 11 + the spell’s level + 2 (Crystal Entity only)
Using a Higher-Level Spell Slot. You can target
HP 40 + 10 for each spell level above 3
one additional creature for each spell slot level
Speed 30 ft.; Fly 30 ft. (Ghostly Entity only)
MOD SAVE MOD SAVE MOD SAVE above 2.
Str 16 +3 +3 Dex 12 +1 +1 Con 11 +0 +0
Int 16 +3 +3 Wis 12 +1 +1 Cha 10 +0 +0 TELEKINETIC CRUSH
Immunities Psychic Level 3 Transmutation (Psion, Sorcerer, Warlock)
Senses Darkvision 60 ft.; Passive Perception 11
Languages Deep Speech, Telepathy 60 ft. Casting Time: Action
CR None (XP 0; PB equals your Proficiency Bonus) Range: 120 feet
Components: V
TRAITS Duration: Instantaneous
Incorporeal Passage (Ectoplasmic Entity and Ghostly You create a field of crushing telekinetic force in a
Entity Only). The spirit can move through other creatures 30-foot Cube within range. Each creature in the area
and objects as if they were Difficult Terrain. If the spirit makes a Strength saving throw. On a failed save, a
ends its turn in such a space, it is shunted to the nearest target takes 5d6 Force damage and has the Prone
unoccupied space and takes 1d10 Force damage for every condition. On a successful save, a target takes half as
5 feet traveled. much damage only.
Using a Higher-Level Spell Slot. The damage
ACTIONS increases by 1d6 for each spell slot level above 3.
Multiattack. The spirit makes a number of attacks equal
to half this spell’s level (round down).
TELEKINETIC FLING
Evocation Cantrip (Psion)
Crystal Strike (Crystal Entity Only). Melee Attack Roll:
Bonus equals your spell attack modifier, reach 5 ft. Hit: Casting Time: Action
1d10 + 3 + the spell’s level Piercing damage. Range: 60 feet
Components: V, M (an Arrow, Bolt, Bullet, or Needle
Ectoplasmic Splash (Ectoplasmic Entity Only). Ranged
worth at least 1 CP)
Attack Roll: Bonus equals your spell attack modifier, range
Duration: Instantaneous
30 feet. Hit: 1d6 + 3 + the spell’s level Psychic damage. Hit
or Miss: Each creature in a 5-foot Emanation originating You brandish the ammunition used to cast this spell
from and including the target has its Speed reduced by 5 and fire it at a creature within range using psionic
feet until the end of its next turn. energy. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 Force damage,
Ephemeral Ray (Ghostly Entity Only). Ranged Attack Roll:
and the ammunition is destroyed.
Bonus equals your spell attack modifier, range 120 ft. Hit:
Cantrip Upgrade. The damage increases by 1d10
1d8 + 3 + the spell’s level Psychic damage.
when you reach levels 5 (2d10), 11 (3d10), and 17
(4d10).
REACTIONS
Shard Swarm (Crystal Entity Only). Trigger: The spirit is
hit by a melee attack roll. Response: The spirit halves the FEATS
damage (round down) it takes from that attack. The spirit This section presents ten new feats.
can then teleport to an unoccupied space it can see within
30 feet of itself.
WILD TALENT FEATS
TASHA’S MIND WHIP
These feats are in the Wild Talent category.
Level 2 Enchantment (Psion, Sorcerer, Wizard)
Casting Time: Action ATMOKINESIS
Range: 90 feet Wild Talent Feat (Prerequisite: Can’t Have Another
Components: V Wild Talent Feat)
Duration: Instantaneous
You gain the following benefits.
You psychically lash out at one creature you can see Lightning Jolt. Once per turn when you cast a
within range. The target must make an Intelligence spell or hit with an attack roll and deal Bludgeoning,
saving throw. On a failed save, the target takes 3d6 Piercing, Slashing, or Psychic damage, you can
Psychic damage, and it can’t make Opportunity change the damage type to Lightning damage.
Attacks until the end of its next turn. Moreover, on

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Psionic Talent. You know the Shocking Grasp Charisma is your spellcasting ability for these spells
cantrip. You also always have the Fog Cloud spell (choose when you select this feat).
prepared. You can cast it once without a spell slot, When you reach character level 3, you also always
and you regain the ability to cast it in that way when have the See Invisibility spell prepared and can cast
you finish a Long Rest. You can also cast it using any it the same way.
spell slots you have of the appropriate level. When
you cast these spells, they require no Verbal or CRYOKINESIS
Material components, and Intelligence, Wisdom, or Wild Talent Feat (Prerequisite: Can’t Have Another
Charisma is your spellcasting ability for them Wild Talent Feat)
(choose when you select this feat).
When you reach character level 3, you also always You gain the following benefits.
have the Gust of Wind spell prepared and can cast it Ice Manipulation. Once per turn when you cast a
the same way. spell or hit with an attack roll and deal Bludgeoning,
Piercing, Slashing, or Psychic damage, you can
BIOKINESIS change the damage type to Cold damage.
Psionic Talent. You know the Ray of Frost cantrip.
Wild Talent Feat (Prerequisite: Can’t Have Another
You also always have the Armor of Agathys and Ice
Wild Talent Feat)
Knife spells prepared. You can cast each spell once
You gain the following benefits. without a spell slot, and you regain the ability to cast
Bend Life Energy. When a spell you cast restores it in that way when you finish a Long Rest. You can
Hit Points to a creature, you can roll 1d4 and add the also cast these spells using any spell slots you have.
number rolled to the total Hit Points restored. You When you cast these spells, they require no Verbal
can use this benefit a number of times equal to your or Material components, and Intelligence, Wisdom,
Proficiency Bonus, and you regain all expended uses or Charisma is your spellcasting ability for them
when you finish a Long Rest. (choose when you select this feat).
Psionic Talent. You know the Spare the Dying
cantrip. You also always have the Healing Word spell EMPATH
prepared. You can cast it once without a spell slot, Wild Talent Feat (Prerequisite: Can’t Have Another
and you regain the ability to cast it in that way when Wild Talent Feat)
you finish a Long Rest. You can also cast it using any
spell slots you have of the appropriate level. When You gain the following benefits.
you cast these spells, they require no Verbal or Emotional Sense. When you take the Influence
Material components, and Intelligence, Wisdom, or action, you can give yourself Advantage on any
Charisma is your spellcasting ability for them ability check made as part of that action. You can use
(choose when you select this feat). this benefit a number of times equal to your
When you reach character level 3, you also always Proficiency Bonus, and you regain all expended uses
have the Arcane Vigor spell prepared and can cast it when you finish a Long Rest.
the same way. Psionic Talent. You always have the Charm Person
spell prepared. You can cast it once without a spell
CLAIRSENTIENCE slot, and you regain the ability to cast it in that way
when you finish a Long Rest. You can also cast it
Wild Talent Feat (Prerequisite: Can’t Have Another
using any spell slots you have of the appropriate
Wild Talent Feat)
level. When you cast the spell, it requires no Verbal
You gain the following benefits. components, and Intelligence, Wisdom, or Charisma
Minor Foreknowledge. When you take the Search is your spellcasting ability for this spell (choose
action, you can give yourself Advantage on any when you select this feat).
ability check made as part of that action. You can use When you reach character level 3, you also always
this benefit a number of times equal to your have the Calm Emotions spell prepared and can cast
Proficiency Bonus, and you regain all expended uses it the same way.
when you finish a Long Rest.
Psionic Talent. You know the Guidance cantrip.
You also always have the Detect Evil and Good spell
prepared. You can cast it once without a spell slot,
and you regain the ability to cast it in that way when
you finish a Long Rest. You can also cast it using any
spell slots you have of the appropriate level. When
you cast these spells, they require no Verbal or
Material components, and Intelligence, Wisdom, or

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FLESH MORPHER equal to your Proficiency Bonus, and you regain all
expended uses when you finish a Long Rest.
Wild Talent Feat (Prerequisite: Can’t Have Another
Psionic Talent. You know the Minor Illusion
Wild Talent Feat)
cantrip. You also always have the Disguise Self spell
You gain the following benefits. prepared. You can cast it once without a spell slot,
Flexible Flesh. When you make a Dexterity and you regain the ability to cast it in that way when
(Acrobatics or Sleight of Hand) check, you gain a you finish a Long Rest. You can also cast it using any
bonus equal to your Intelligence modifier (minimum spell slots you have. When you cast these spells, they
of +1). You can use this benefit a number of times require no Verbal or Material components, and
equal to your Proficiency Bonus, and you regain all Intelligence, Wisdom, or Charisma is your
expended uses when you finish a Long Rest. spellcasting ability for them (choose when you select
Psionic Talent. You always have the Longstrider this feat).
spell prepared. You can cast it once without a spell
slot, and you regain the ability to cast it in that way PSYKINETICIST
when you finish a Long Rest. You can also cast it Wild Talent Feat (Prerequisite: Can’t Have Another
using any spell slots you have of the appropriate Wild Talent Feat)
level. When you cast the spell, it requires no Verbal
components, and Intelligence, Wisdom, or Charisma You gain the following benefits.
is your spellcasting ability for this spell (choose Psi Boost. When you take the Dash action, you can
when you select this feat). increase your Speed by 10 feet until the start of your
When you reach character level 3, you also always next turn. You can do this a number of times equal to
have the Alter Self spell prepared and can cast it the your Proficiency Bonus, and you regain all expended
same way. uses when you finish a Long Rest.
Psionic Talent. You know the Telekinetic Fling
MIND WHISPERER cantrip (included in this UA). You also always have
the Thunderwave spell prepared. You can cast it once
Wild Talent Feat (Prerequisite: Can’t Have Another
without a spell slot, and you regain the ability to cast
Wild Talent Feat)
it in that way when you finish a Long Rest. You can
You gain the following benefits. also cast it using any spell slots you have. When you
Limited Telepathy. As a Magic action, choose one cast these spells, they require no Verbal
creature you can see within 120 feet of yourself. You components, and Intelligence, Wisdom, or Charisma
form a telepathic connection to that creature. For 1 is your spellcasting ability for them (choose when
hour, you and the chosen creature can communicate you select this feat).
telepathically with each other while within 120 feet
of each other. To understand each other, you each PYROKINESIS
must mentally use a language the other knows. Wild Talent Feat (Prerequisite: Can’t Have Another
Once you use this benefit, you can’t do so again Wild Talent Feat)
until you finish a Short or Long Rest.
Psionic Talent. You know the Mind Sliver cantrip. You gain the following benefits.
You also always have the Dissonant Whispers spell Firestarter. Once per turn when you cast a spell
prepared. You can cast it once without a spell slot, or hit with an attack roll and deal Bludgeoning,
and you regain the ability to cast it in that way when Piercing, Slashing, or Psychic damage, you can
you finish a Long Rest. You can also cast it using any change the damage type to Fire damage.
spell slots you have. When you cast these spells, they Psionic Talent. You know the Produce Flame
require no Verbal or Material components, and cantrip. You also always have the Burning Hands
Intelligence, Wisdom, or Charisma is your spell prepared. You can cast it once without a spell
spellcasting ability for them (choose when you select slot, and you regain the ability to cast it in that way
this feat). when you finish a Long Rest. You can also cast it
using any spell slots you have of the appropriate
PSI TRICKSTER level. When you cast these spells, they require no
Verbal or Material components, and Intelligence,
Wild Talent Feat (Prerequisite: Can’t Have Another
Wisdom, or Charisma is your spellcasting ability for
Wild Talent Feat)
them (choose when you select this feat).
You gain the following benefits. When you reach character level 3, you also always
Cunning Mind. When you make a Charisma have the Scorching Ray spell prepared and can cast it
(Deception or Persuasion) check, you gain a bonus the same way.
equal to your Intelligence modifier (minimum bonus
of +1). You can use this benefit a number of times

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