Rogue
Base Class: Rogue

Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulhunter strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulhunter as a spy.

Soul Power

Starting at 3rd level, you harbor a well spring of soul energy within yourself. This energy is represented by your Soul Energy dice, which are a d6. You have a number of these dice equal to teice your proficiency bonus, and they fuel various powers you have.

You regain all your expended Soul Energy dice when you finish a long rest, or you can use a bonus action to consume 1 level of charge and get back 1 dice. You can also consume multiple levels at once and get an amount of dice equal to the total level of charges consumed.

When you reach certain levels in this class, the size of your Soul Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Soul-Boltered Knack. When your regular training fails you, your soul power can help: if you fail an ability check with a skill or tool you are proficient with, you can roll one Soul Energy die and add the number to the total, potentially turning failure into success. You only expend the die if the roll succeeds.

Soul Whispers. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. 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 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’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.

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.

Soul Blades

At 3rd level, you can manifest your soul power as shimmering blades of soul energy. As an action, you can summon a pair of blades that can float. These magic blades are simple melee weapons with the finesse and thrown properties. Once per turn, you can make the blades move 60 feet in any direction and make an attack with them. On a hit, each of the blades deal 1d6 plus the ability modifier you used for the attack roll. You can make the blades attack two targets independently or the same target. The blades leave no mark on the target and cannot be touched or damaged.

This damage increases: at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Improved Soul Blades

At 9th level, your Soul Blades are now an expression of your soul-suffused being, giving you these powers that use your Soul Energy dice:

Homing Strikes. If you make an attack roll with your Soul Blades, you can roll one Soul Energy dice and add the number rolled to the damage roll. If the attack hits, you expend the dice. You may not use this with the other features.

Precision Strikes. If you make an attack roll with your Soul Blades, you can expend one Soul Energy dice to gain Advantage on the roll. You may not use this with the other features or with Sneak Attack.

Weakening Strikes. If you make hit a target with your Soul Blades, you can expend one Soul Energy dice. The damage of next attack roll the target makes is reduced by the rolled amount. This effect does not stack. You may not use this with the other features.

Soul Teleportation. As a bonus action, you expend one Soul Energy dice and move one of your Psychic Blades to an unoccupied space you can see, up to a number of feet equal to 10 times the rolled amount away. You then teleport to that space, and the blade reappears near you.

Soul Veil

At 13th level, you can weave a veil of static to mask yourself. As an action, you can become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required).

Once you use this feature, you can't do so again until you finish a short or long rest, unless you expend a Soul Energy die to use this feature again.

Rend Mind

At 17th level, you can sweep your Soul Blades directly through a creature's soul. When you damage a creature with your Soul Blades, you can force that target to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). If it fails, the target is stunned and paralyzed for 1 minute. A target suffering these effects can repeat the saving throw at the end of each of its turns, ending the effects on a success.

You can use this feature three times and regain all expended uses on a long rest, unless you expend three Soul Energy dice to use it again.

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