Psionicist

The Psionicist class for the Dark Sun campaign will be functionally identical to the Sorcerer class from the PHB, though there will be some retooling mainly around the Psionic Origins and the available spell list. The "Font of Magic" feature becomes "Student of the Way," and the "sorcery points" become "psi points" (pp). "Metamagic" will be replaced with "Disciplines." The source of the Psionicist's casting will be considered Psionic.

The two available Psionic Origins will be:

Master of the Way

The Master of the Way will borrow some elements from and replace the Draconic Bloodline origin. They will have the following features:
 * Tempered Mind, Tempered Body

The Masters of the Way forge their minds by pushing their bodies; they gain 1 extra hit point at 1st level, and again for every level taken in this class. They also gain proficiency with light armor and all simple weapons; their training is extensive, and it leaves them tougher and more skillful than other traditional caster classes
 * Psionic Resistance

The Master of the Way is adept at shrugging off the psionic assaults of other practitioners. Beginning at 6th level, whenever a Master of the Way would suffer spell damage from a hostile Psionic source, they may spend 1 sorcery point to resist that incoming damage (they may treat that damage as though they had resistance to it). This does not mitigate any effects suffered by the spell, nor does it apply to any secondary damages that result from the spell.
 * Body-Mind Balance

At 14th level, the Master of the Way is no longer bounded by the limitations of her physical form. As long as she focuses, she may grant herself a fly speed equal to her movement speed, subject to the same applicable penalties imposed by armors, encumbrance, etc. Because the acitivity requires the Master of the Way's focus, if any other action is taken, the Master of the Way will fall for the duration of the round; if she falls for this duration and does not hit the ground, she may resume flying at the beginning of the subsequent round. A concentration check is required to maintain the effect when taking damage; the save will be a Charisma saving throw with a DC 10 + (dmg/3 [rounded up]) At 18th level, the Master of the Way has developed an unshakable grip on reality. Whenever a Master of the Way is required to make a saving throw against a mind-affecting ability or to break a mind-affecting effect, she may expend 5 sorcery points to succeed without making a roll.
 * Anchored Reality

Nomad Wilder

The Nomad Wilder will function more or less exactly like the Wild Mage. If anything comes up on the wild magic surge that seems hard to rectify with the psionic nature of their powers, alter it accordingly (effects are visible only to caster, caster and target, target, etc).