I think it partially depends on what sort of campaign you are playing. You are able to always have a relatively decent weapon, which also does psychic damage to dodge most resistances, though obviously also doesn't work on certain enemies. Also worth noting is that you are able to use them to make ranged attacks at 30/60, which means you can function as a mid liner and not just a front liner. Psionic enhancement isn't too major to me, but getting some extra durability can be pretty nice for combat situations and telepathy can be more useful in social situations. I think it really starts to shine at higher levels though, being able to automatically force a fear check on enemies can be excellent, and being able to turn invisible likely 3 or 4 times a day is great. I wouldn't say it is quite as good as some of the other archtypes, but it isn't the worst either.
I've been playing a soul knife for a few sessions now and our group is at level 5. I do agree a bit that it is somewhat underwhelming when compared to other subclasses, especially the Revived UA subclass.
I really enjoy the telepathy because its given me some fun roleplay pranks but I've also used it with my GM's blessing to give advantage to other players by yell or babbling in opponents heads. So its definately made roleplaying battles fun as well.
Another thing I like about the subclass is the fact you will always have a weapon so even if you are captured you are never unarmed. It is also nice to be able to use it as a short ranged weapon as well so you dont even have to carry a hand crossbow if you dont want.
I cant wait to get to the higher levels to start playing with the other abilities. I think level 9 is amazing because when you hit you automatically force your enemy to make a save against fear. Sure if it saves you cant affect it for 24 hours but if it doesn't save it get disadvantages on ability checks and attack rolls. And you keep affecting it as long as it keeps failing its save. And it doesnt cost you anything.
I think the Psychic Veil will be lots of fun because it's free invisibility. It requires no prep, no spell components or verbal so nothing to give away the fact you are "casting" a spell. Plus it is not concentration like the actual spell.
The last ability for the rogue makes such a great compliment with Psychis Veil. Turn yourself invisible and then the very next turn (or the same turn if you are hasted) you can force an opponent within 30 feet of you to make an intelligence check (lots of monsters have crappy int) and it gets disadvantage if you are hidden. And if it fails you do 12D6 and its stunned.
The big change I would love to see is make the shadow blades a free action for producing 1 blade, or a bonus action for both since you can draw 1 blade normally as a free action.
Thank you all for your input so far- I'm still giving it a chance. I totally agree that drawing/summoning the daggers should be a free action. That simple change would open things up quite a bit. My dm has also changed the telepathy feature to line of sight instead of 30'. And this has definitely made it much more useful- and especially for "mischief". Lol
Yeah if you read on the DnD wiki there are wayyyy more features, but on the official dnd platform its watered down and kinda bad, I hope they consider adding the class features that were on the wiki.
I'm giving this subclass a try, but it's already feeling a tad underwhelming. Anyone tried it out yet?
I think it partially depends on what sort of campaign you are playing. You are able to always have a relatively decent weapon, which also does psychic damage to dodge most resistances, though obviously also doesn't work on certain enemies. Also worth noting is that you are able to use them to make ranged attacks at 30/60, which means you can function as a mid liner and not just a front liner. Psionic enhancement isn't too major to me, but getting some extra durability can be pretty nice for combat situations and telepathy can be more useful in social situations. I think it really starts to shine at higher levels though, being able to automatically force a fear check on enemies can be excellent, and being able to turn invisible likely 3 or 4 times a day is great. I wouldn't say it is quite as good as some of the other archtypes, but it isn't the worst either.
I've been playing a soul knife for a few sessions now and our group is at level 5. I do agree a bit that it is somewhat underwhelming when compared to other subclasses, especially the Revived UA subclass.
I really enjoy the telepathy because its given me some fun roleplay pranks but I've also used it with my GM's blessing to give advantage to other players by yell or babbling in opponents heads. So its definately made roleplaying battles fun as well.
Another thing I like about the subclass is the fact you will always have a weapon so even if you are captured you are never unarmed. It is also nice to be able to use it as a short ranged weapon as well so you dont even have to carry a hand crossbow if you dont want.
I cant wait to get to the higher levels to start playing with the other abilities. I think level 9 is amazing because when you hit you automatically force your enemy to make a save against fear. Sure if it saves you cant affect it for 24 hours but if it doesn't save it get disadvantages on ability checks and attack rolls. And you keep affecting it as long as it keeps failing its save. And it doesnt cost you anything.
I think the Psychic Veil will be lots of fun because it's free invisibility. It requires no prep, no spell components or verbal so nothing to give away the fact you are "casting" a spell. Plus it is not concentration like the actual spell.
The last ability for the rogue makes such a great compliment with Psychis Veil. Turn yourself invisible and then the very next turn (or the same turn if you are hasted) you can force an opponent within 30 feet of you to make an intelligence check (lots of monsters have crappy int) and it gets disadvantage if you are hidden. And if it fails you do 12D6 and its stunned.
The big change I would love to see is make the shadow blades a free action for producing 1 blade, or a bonus action for both since you can draw 1 blade normally as a free action.
I think it would do amazing in a low or no magic campaign but not having the blades have a way to get +1-3 seems like an oversight.
Thank you all for your input so far- I'm still giving it a chance. I totally agree that drawing/summoning the daggers should be a free action. That simple change would open things up quite a bit. My dm has also changed the telepathy feature to line of sight instead of 30'. And this has definitely made it much more useful- and especially for "mischief". Lol
Yeah if you read on the DnD wiki there are wayyyy more features, but on the official dnd platform its watered down and kinda bad, I hope they consider adding the class features that were on the wiki.
Where is the official platform cuz i cant find it😅
Skill monkey it’s great with expertise, psi due and later on reliable talent. I enjoy throwing soul blades mid range combat style.