Base Class: Rogue
Adventures: While caution and forethought go into a
soulknife’s preparation for adventure, most have a hard
time restraining their natural bravado and showmanship.
After all, how many adventurers can dispatch opponents
with a blade materialized from pure thought? Thus, for
many soulknives, adventuring presents an opportunity to
do what they love most: Wield the idealized blade wrought
of their innermost desires.
Characteristics: More than any other psionic class,
the soulknife fights with psionic power directly in both
melee and ranged combat. Strength, combat prowess, and
psionic talent allow the soulknife to claim equal footing—at
least—with any other combat-oriented class on the field
of battle.
Alignment: Despite their inborn showmanship, soul-
knives are often lawful, utilizing a disciplined mindset
to idealize and materialize their mind blades. Chaotic-
aligned soulknives rely on strength of spirit instead of
rigid discipline to materialize their mind blades. Charac-
ters who are neutral with respect to law and chaos rarely
become soulknives.
Religion: Soulknives who prefer to worship sometimes
choose deities such as St. Cuthbert (deity of retribution) or
Heironeous (deity of valor). Evil soulknives often follow
Erythnul, delighting in their ability to slaughter with the
power of their minds.
Background: Many who have the ability and desire to
mix the manifestation of psionic power with military might
become psychic warriors, but for those with the right mix
of talent and skill, the way of the soulknife is more alluring.
Psionic Power
Level 3: Psionic Power
You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.
| Rogue Level | Die Size | Number |
|---|---|---|
| 3 | d6 |
4 |
| 5 | d8 |
6 |
| 9 | d8 |
8 |
| 11 | d10 |
8 |
| 13 | d10 |
10 |
| 17 | d12 |
12 |
Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your Psionic Energy Dice are all expended.
You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
Psi-Bolstered Knack. If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.
Psychic Whispers. You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to a number of creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).
The first time you use this power after each Long Rest, you don’t expend the Psionic Energy Die. All other times you use the power, you expend the die.
Psionic blades
You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following traits:
Weapon Category: Simple Melee
Damage on a Hit: 1d6 Psychic plus the ability modifier used for the attack roll
The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.
After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a Bonus Action on the same turn if your other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6.
Level 9: Soul Blades
Level 9: Soul Blades
You can now use the following powers with your Psychic Blades.
Homing Strikes. If you make an attack roll with your Psychic Blade and miss the target, you can roll 1 Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.
Psychic Teleportation. As a Bonus Action, you manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
Psychic Attunment
When attaching with your Psychic Blades, your proficiency bonuses increases as you level, At 4th level, your proficiency bonus with your Psychic Blades increases by +1, at 8th level it becomes +2, at 12th level +3 and at 16th level +4 and 20th level +5.
Level 13: Psychic Veil
Level 13: Psychic Veil
You can weave a veil of psychic static to mask yourself. As a Magic action, you gain the Invisible condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.
Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Level 17: Rend Mind
Level 17: Rend Mind
You can sweep your Psychic Blades through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend three Psionic Energy Dice (no action required) to restore your use of it.
Previous Versions
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6/5/2025 12:54:13 AM
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1.0
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Coming Soon
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