Base Class: Rogue
Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.
As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.
Psionic Power
Some of your powers consume the Psionic Energy die they utilize, as specified in a power's description. You cannot activate a power requiring a die if all your dice are expended. All expended Psionic Energy dice are restored upon completing a long rest. Additionally, as a bonus action, you can recover one expended Psionic Energy die. However, you cannot do so again until you complete a short or long rest.
As you progress in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below utilize your Psionic Energy dice.
Psi-Bolstered Knack. When conventional training falters, your psionic prowess can intervene: if you fail an ability check using a skill or tool in which you're proficient, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Psychic Whispers. You establish telepathic connections between yourself and others — ideal for discreet communications. As an 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 duration of hours equal to the number rolled, the selected creatures can engage in telepathic dialogue with you, and vice versa. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature unable to speak any languages cannot utilize this telepathy, and a creature can terminate the telepathic link at any time (no action required). The first time you employ this power after each long rest, you do not expend the Psionic Energy die. Subsequent uses require expending the die.
Psychic Blades
This magical blade is considered a simple melee weapon possessing the finesse and thrown properties. It boasts a regular range of 60 feet with no long range. On a successful hit, it inflicts psychic damage amounting to 1d6 plus the ability modifier employed for the attack roll. The blade dissipates immediately after striking or missing its target, leaving no visible mark if it inflicts damage.
Following your blade attack, you can utilize a bonus action on the same turn to execute a melee or ranged weapon attack using a second psychic blade, provided your other hand remains unoccupied for its creation. The damage die for this bonus attack is 1d4, distinct from the 1d6 of the initial blade.
Soul Blades
Starting at 9th level, your Psychic Blades become a manifestation of your psi-infused essence, granting you access to these abilities that consume your Psionic Energy dice:
Homing Strikes. Upon making an attack roll with your Psychic Blades and failing to hit the target, you can expend one Psionic Energy die and roll it. You add the number rolled to the attack roll. If this adjustment causes the attack to strike successfully, you utilize the Psionic Energy die.
Psychic Teleportation. Utilizing a bonus action, you conjure one of your Psychic Blades, expend a Psionic Energy die, and roll it. Subsequently, you hurl the blade toward an unoccupied space within your line of sight, covering a distance equivalent to 10 times the number rolled on the die. You then instantaneously teleport to that location, and the blade dissipates.
Psychic Veil
By using an action, you can magically turn invisible, along with any items you are wearing or carrying, for up to 1 hour or until you choose to end this effect (requiring no action). The invisibility terminates prematurely if you inflict damage upon a creature or compel a creature to make a saving throw.
Once you use this feature, you must finish a long rest before using it again, unless you expend a Psionic Energy die to activate it once more.
Rend Mind
Upon using your Psychic Blades to inflict Sneak Attack damage on a creature, you can compel that target to attempt a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target becomes stunned for 1 minute. The stunned target can attempt the saving throw again at the end of each of its turns, terminating the effect on itself upon a success.
After using this feature, you must finish a long rest before using it again, unless you expend three Psionic Energy dice to activate it once more.
Comments