That's not what this post is about. Do you want to play a Psionicist in 5th edition, but don't want to wait for an official class?
5th Edition Psionic Sorcerer
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Psionic Power, or Wild Magic, detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Your innate magic comes from the mastery of your own mental powers. Most often, sorcerers with this origin trace their lineage to evil aberrant or extra-planar creatures. Or perhaps you've achieved this mastery through dedicated study. Either way, your power comes from the manipulation of reality with your mind.
At 1st level, you cast your spells using only your mind. Any spell you cast is automatically affected by the metamagic "Subtle Spell". You do not get to select another metamagic ability until level 17.
Starting at 6th level, choose two of the following psionic attacks. You can use any of these psionic attacks as an action.
- Mind Blade: Spend 1 sorcery point and choose a living, thinking creature in line of sight. That creature takes 4d4 psychic damage. Each additional sorcery point spent adds another 2d4 damage. Targets may succeed at an Intelligence saving throw for half damage.
- Id Insinuation: Spend 3 sorcery points and choose a living, thinking creature in line of sight. You can force that creature to take an action or move of your choosing. Targets receive a Intelligence saving throw to resist. If successfully resisted, target takes 3d6 psychic damage.
- Ego Whip: Spend 3 sorcery points and choose a living, thinking creature in line of sight. Make an spell attack roll against that creature. The target for this roll is 10 + the total of the creatures Intelligence and Wisdom modifiers. If the attack hits, the target is Paralyzed, unless they succeed at a Intelligence saving throw in which case the target is Stunned. The target may use its action each round to make an Intelligence saving throw to end the effect.
- Psychic Crush: Spend 1 sorcery points and choose a living, thinking creature in line of sight. The target may make an Intelligence saving throw with advantage. On a failed save the target falls Unconscious. On a successful save, the target takes 1d4 psychic damage. Spending 4 sorcery points instead of 1 forces the target to make the save without advantage.
- Psionic Blast: Spend 3 sorcery points. All living, thinking creatures in a 15 foot cone directly adjacent to you must make a Intelligence saving throw. On a failed save, they are stunned and take 3d6 damage. On a successful save they only take half damage. Creatures that fail their Intelligence saving throw may use their action each round to save again to end the stunned effect. Each additional sorcery point spent adds 2d6 psychic damage.
At 6th level, you also gain Proficiency at Intelligence saving throws.
At 14th level, choose one of the following disciplines and gain the benefits listed.
Clairsentient: Add the spells True Seeing, Arcane Eye and Clairvoyance to your list of known spells. If one of these spells is already on your known spell list, you may replace it with a divination spell of a level you can cast. You may cast Arcane Eye and Clairvoyance as rituals for the expenditure of 2 sorcery points.
Psychokinetic: Add Telekinesis and Bigby's hand to your list of spells known. If Telekinesis is already on your list of known spells, you may replace it with another 5th level spell on your spell list. If you spend one sorcery point when casting Telekinesis, you gain advantage on all checks made with Telekinesis.
Psychometabolic: Add Polymorph to your list of spells known. If Polymorph is already on your list of known spells, you may replace it with another 4th level spell on your spell list. If Polymorph affects you, it has no maximum duration, you maintain your mental ability scores, and can cast spells in the new form.
Psychoportative: Add both Plane Shift and Teleport to your list of spells known. For 6 sorcery points, you may cast either spell as a ritual that affects only you. When teleporting only yourself, roll twice and select the roll you wish to keep.
Telepathic: Add Detect Thoughts and Telepathy to your list of spells known. If Detect Thoughts is already on your spell list, you may replace it with another 2nd level spell on your spell list. You may cast Telepathy as a ritual if you choose to spend 4 sorcery points to do so.
At 18th level, add the spell Mind Blank to your known spell list. You may gain another 2 psionic attack modes listed above. You have advantage on Intelligence saving throws.