


While there are some out there who question the inclusion of psychic abilities in their fantasy settings, for those like me, they are an inimical part of fantasy, from the legendary accomplishments of figures such as Hattori Hanzou or the Buddha to the hyper-aware abilities of elder gods and aberrant horrors to the palm-reading seer. It has been phenomenal to design and work on this sourcebook for all your psionic needs and desires. Old class names like the psion and wilder were replaced, and many of the updated concepts for subclasses were completely reimagined over time, creating a stronger design that I hope you enjoy. After dozens of hours of testing and countless hours of writing, designing, and more, the project evolved into something more than its original vision: it became a thorough integration with 5e to include the fantasy that drives psionic powers and psychic abilities.

This project began under the original goal of creating a psionic power system that was easy to adapt and that update a lot of the older psionic material. It wasn't until the release of Tasha's Cauldron of Everything that we saw an official release of psionics for 5e, months after I embarked on this project. It was my surprise that 5th edition D&D had left a hole were psionics were concerned for so long. When 3.5e released the "Complete" series, optional rules for each concept of classes, Complete Psionic was included, a testament to the place psionics held in the fabric of D&D. This iteration saw psionic powers lean a lot harder on the spell system of 3/3.5e D&D, but the classes were much better assembled. When 3rd edition D&D came about, I'll confess I was disappointed that there were no psionic classes in the Player's Handbook, but it wasn't that long until psionics were brought back in their own book. It was hear that I developed a fondness for psionics in my D&D. In 1st edition, psionics were this, mostly overpowered, lottery of special powers, but with the 2nd edition of AD&D, the Psionic Handbook was introduced offering a much more reasonable approach to psychic powers. Through the years, D&D changed and evolved, telling stories of gallant paladins, powerful wizards, and even resolute psionicists starting in 2nd edition. For me, it was the perfect past time, allowing me to freely pursue my own creativity. It was possible to spin a narrative to one's friends, creating scenarios and situations to allow them to devise their own means to overcome the challenges before them.

It was a game that allowed one to pursue creativity and imagination, backed by coherent rules, to weave tales of adventure, mystery, intrigue, horror, theatrics, valor, mischief, and so much more. Dungeons & Dragons™ has long held a place in my heart since I started playing it in the 1980's.
